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Updated log and packages
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@ -47,7 +47,7 @@ There is a third game config property called `pixelArt`. If set to `true` it's t
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The Texture Tint Pipeline has been rewritten to tidy up hundreds of lines of duplicate code and to move the responsibility of drawing to the Game Objects themselves. Previously, had you excluded say Tilemaps from your build of Phaser, the renderer would still include masses of code dealing with the drawing of them. This task has been moved to the Game Objects and the pipeline just provides a set of clean utility functions for batching, flushing and drawing.
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The decision to make this change was not taken lightly. However, I felt that none of the pipelines actually lived up to their name. You could never actually pass objects through one pipeline to another as they didn't have entry and exit points and were instead just glorified singular batches. Although you could change the pipeline being used on a Game Object this action meant that every pipeline had to be responsible for every single type of Game Object, both now and in the future, and they were full of redundant stub functions as a result. The payload size was also considerable. It has now gone from 1,961 lines of code at 76 KB down to 729 lines of code and 27 KB. It's not the only file to benefit either. The `ForwardDiffuseLightPipeline` also reduced from 402 lines (15.7 KB) down to 159 lines and 6 KB. Sizes include comments and are un-minified. In a production bundle the difference will be even greater.
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The decision to make this change was not taken lightly. However, I felt that none of the pipelines actually lived up to their name. You could never actually pass objects through one pipeline to another as they didn't have entry and exit points and were instead just glorified singular batches. Although you could change the pipeline being used on a Game Object this action meant that every pipeline had to be responsible for every single type of Game Object, both now and in the future, and they were full of redundant stub functions as a result. The payload size was also considerable. It has now gone from 1,961 lines of code at 76 KB down to 729 lines of code and 27 KB. It's not the only file to benefit either. The `ForwardDiffuseLightPipeline` also reduced from 402 lines (15.7 KB) down to 159 lines and 6 KB. Sizes include comments and are un-minified. In a production bundle the difference will be even greater. This is work we will continue in the next release as we do the same updates to the FlatTintPipeline, responsible for rendering Graphics objects, and look at consolidating the shaders allowing you to use Graphics and Sprites mixed in the display list with no shader swapping cost.
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* You can now set the WebGL batch size in the Game Config via the property `batchSize`. The default is 2000 before the batch will flush, which is a happy average between desktop and mobile. If targeting desktop specifically, you may wish to increase this value to reduce draw calls.
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* There is a new method `batchVertices` which will add a vertices block to the current batch. This is now used internally by nearly all render functions.
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package-lock.json
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@ -43,10 +43,10 @@
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"eslint-plugin-es5": "^1.3.1",
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"fs-extra": "^6.0.0",
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"node-sloc": "^0.1.11",
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"uglifyjs-webpack-plugin": "^1.2.5",
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"uglifyjs-webpack-plugin": "^1.2.7",
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"vivid-cli": "^1.1.2",
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"webpack": "^4.6.0",
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"webpack-cli": "^2.1.2",
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"webpack": "^4.16.0",
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"webpack-cli": "^2.1.5",
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"webpack-shell-plugin": "^0.5.0"
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},
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"dependencies": {
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