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Update CHANGELOG-v3.61.md
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@ -64,6 +64,7 @@ The new collision categories are used automatically by either directly calling t
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* When a framebuffer is deleted, it now sets its `renderTexture` property to `undefined` to ensure the reference is cleared.
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* `TransformMatrix.setToContext` will now use `setTransform(this)` as 'this' is an equivalent object that this method can natively take.
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* Optimized `WebGLRenderer.setTextureFilter` so it no longer uses a temporary array for the filter mode.
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* The `MultiPipeline.batchTexture` method has a new optional boolean parameter `skipPrePost` that will force the call to ignore calling the `preBatch` and `postBatch` Pipeline Manager methods for the Game Object. This allows you to skip the overhead of calling them if you know you don't need them.
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# Bug Fixes
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@ -104,6 +105,7 @@ The new collision categories are used automatically by either directly calling t
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* The `DynamicTexture` was leaking memory by leaving a WebGLTexture in memory when its `setSize` method was called. This happens automatically on instantiation, meaning that if you created DynamicTextures and then destroyed them frequently, memory would continue to increase (thanks David)
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* `DynamicTexture.width` and `height` were missing from the class definition, even though they were set and used internally. They're now exposed as read-only properties.
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* The `BitmapMask` wouldn't correctly set the gl viewport when binding, which caused the mask to distort in games where the canvas resizes from its default. Fix #6527 (thanks @rexrainbow)
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* Fixed an issue in the way the Tilemap WebGL Renderer would call `batchTexture` that meant if you applied a PostFX to a Tilemap it would apply the fx for every single tile in the layer, instead of just once per layer. In a simple map this fix has reduced draw calls from over 12,000 to just 52, making it useable.
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## Examples, Documentation, Beta Testing and TypeScript
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