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@ -93,6 +93,7 @@ There is a new Game Object Component called `TextureCrop`. It replaces the Textu
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* `GetBitmapTextSize`, which is used internally in the BitmapText Game Objects, will now produce different bounds from the previous version. Previously, the bounds were tight against the letters in the text. However, this meant the bounds were not properly aligned with the origin of the BitmapText, and consequently you'd get different bounds if the text consisted of different characters. The bounds are now calculated purely based on the glyph data and letter spacing values. This will give a far more consistent overall experience, but it does mean if you were using the bounds to position text previously, you'll need to revisit that code again. See issue #3799 for more details (and to discuss this further if you wish) (thanks @SBCGames)
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* `GetBitmapTextSize` and its exposed method `BitmapText.getTextBounds` now factor in the display origin of the BitmapText into the `global` position returned.
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* The `BitmapText` WebGL Renderer incorrectly calculated the font scale at very small sizes, causing characters to overlap when they shouldn't. Scale is now applied to the correct component parts in the render code.
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* Under WebGL BitmapText would be cut off if you specified a resolution value > 1. Fix #3642 (thanks @kanthi0802)
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### New Features
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