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Increase batch size to 16384.
This is the natural limit of 16-bit unsigned integer vertex indexes.
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3 changed files with 5 additions and 2 deletions
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@ -440,7 +440,7 @@ var Config = new Class({
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/**
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* @const {number} Phaser.Core.Config#batchSize - The default WebGL Batch size. Represents the number of _quads_ that can be added to a single batch.
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*/
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this.batchSize = GetValue(renderConfig, 'batchSize', 4096, config);
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this.batchSize = GetValue(renderConfig, 'batchSize', 16384, config);
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/**
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* @const {number} Phaser.Core.Config#maxTextures - When in WebGL mode, this sets the maximum number of GPU Textures to use. The default, -1, will use all available units. The WebGL1 spec says all browsers should provide a minimum of 8.
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@ -13,7 +13,7 @@
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* @property {boolean} [premultipliedAlpha=true] - In WebGL mode, the drawing buffer contains colors with pre-multiplied alpha.
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* @property {boolean} [failIfMajorPerformanceCaveat=false] - Let the browser abort creating a WebGL context if it judges performance would be unacceptable.
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* @property {string} [powerPreference='default'] - "high-performance", "low-power" or "default". A hint to the browser on how much device power the game might use.
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* @property {number} [batchSize=4096] - The default WebGL batch size. Represents the number of _quads_ that can be added to a single batch.
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* @property {number} [batchSize=16384] - The default WebGL batch size. Represents the number of _quads_ that can be added to a single batch.
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* @property {number} [maxLights=10] - The maximum number of lights allowed to be visible within range of a single Camera in the LightManager.
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* @property {number} [maxTextures=-1] - When in WebGL mode, this sets the maximum number of GPU Textures to use. The default, -1, will use all available units. The WebGL1 spec says all browsers should provide a minimum of 8.
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* @property {string} [mipmapFilter=''] - The mipmap magFilter to be used when creating WebGL textures. Don't set unless you wish to create mipmaps. Set to one of the following: 'NEAREST', 'LINEAR', 'NEAREST_MIPMAP_NEAREST', 'LINEAR_MIPMAP_NEAREST', 'NEAREST_MIPMAP_LINEAR' or 'LINEAR_MIPMAP_LINEAR'.
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@ -36,6 +36,9 @@ var BatchTexturedTintedTransformedQuads = new Class({
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* The number of quads per batch, used to determine the size of the
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* vertex and quad buffers, and the number of instances to render.
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*
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* This is usually limited by the maximum number of vertices that can be
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* distinguished with a 16-bit UNSIGNED_INT index buffer, which is 65536. It is set in the game render config.
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*
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* @name Phaser.Renderer.WebGL.RenderNodes.BatchTexturedTintedTransformedQuads#quadsPerBatch
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* @type {number}
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* @since 3.90.0
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