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Update CHANGELOG-v3.60.md
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@ -1021,6 +1021,7 @@ It's a powerful way to generate dynamic textures at run-time that are WebGL frie
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Before Phaser 3.60 this was known as a Render Texture. Dynamic Textures have been optimized and also offer the following new features and updates. All of these are also available to the new Render Texture, via the `texture` property:
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* `DynamicTexture.getWebGLTexture` is a new method that will return the WebGL Texture that the Dynamic Texture is using. This is the same as the old `RenderTexture.glTexture` property.
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* `TextureManager.addDynamicTexture(key, width, height)` is a new method that will create a Dynamic Texture and store it in the Texture Manager, available globally for use by any Game Object.
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* Unlike the old Render Texture, Dynamic Texture extends the native `Phaser.Texture` class, meaning you can use it for any texture based object and also call all of the native Texture methods, such as the ability to add frames to it, use it as the backing source for a sprite sheet or atlas, and more.
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* Dynamic Textures no longer create both Render Targets _and_ Canvas objects, only the one that they require based on the renderer. This means Render Textures and Dynamic Textures now use 50% less memory under WebGL and don't create Canvas DOM elements.
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