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Updated log and docs
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@ -42,6 +42,9 @@ The process of managing scissors in the WebGLRenderer has been completely rewrit
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* `TransformMatrix.getX` is a new method that return the x component from the given x and y values based on the current matrix. This is used heavily in the pipelines.
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* `TransformMatrix.getY` is a new method that return the y component from the given x and y values based on the current matrix. This is used heavily in the pipelines.
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* `TransformMatrix.copyToArray` is a new method that will copy the matrix values to the given array. It's the counter-part of `copyFromArray`.
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* `Graphics.setTexture` is a new WebGL only method that allows you to set a texture to be used when drawing the shapes on the Graphics object. You can also specify how the texture should be blended with the current fill or gradient colors. Note that the texture is not tiled, it is stretched to fit the shape being drawn.
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* `Graphics.fillGradientStyle` is a new WebGL only method that allows you to set a gradient for the shapes being filled. You can control the colors at the 4 corners of a rectangle. The colors are then blended automatically in the shader. Use of this feature is limited. For example, you cannot gradient fill a whole path or an arc, as it's made up of lots of triangles. But for quick gradient backgrounds or buttons it's perfect.
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* `Graphics.lineGradientStyle` is a new WebGL only method that allows you to set a gradient for the shapes being stroked. You can control the colors at the 4 corners of a rectangle. The colors are then blended automatically in the shader. Use of this feature is limited. For example, you cannot gradient stroke a whole path or an arc, as it's made up of lots of triangles. But for quick gradient lines it's perfect.
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### Updates
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@ -392,11 +392,11 @@ var Graphics = new Class({
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},
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/**
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* Sets the texture and frame this Graphics Object will use when texturing the shapes it renders.
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* Sets the texture frame this Graphics Object will use when drawing all shapes defined after calling this.
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*
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* Textures are referenced by their string-based keys, as stored in the Texture Manager.
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*
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* Once set, all shapes will use this texture. Call this method with no arguments to clear a previously texture.
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* Once set, all shapes will use this texture. Call this method with no arguments to clear it.
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*
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* The textures are not tiled. They are stretched to the dimensions of the shapes being rendered. For this reason,
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* it works best with seamless / tileable textures.
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