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Update CHANGELOG.md
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* `RenderTexture.glTexture` is a new property that holds a reference to the WebGL Texture being used by the Render Texture. Useful for passing to a shader as a sampler2D.
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* `GroupCreateConfig.quantity` - when creating a Group using a config object you can now use the optional property `quantity` to set the number of objects to be created. Use this for quickly creating groups of single frame objects that don't need the advanced capabilities of `frameQuantity` and `repeat`.
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* `Pointer.locked` is a new read-only property that indicates if the pointer has been Pointer Locked, or not, via the Pointer Lock API.
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* `WebGLRenderer.snapshotFramebuffer`, and the corresponding utility function `WebGLSnapshot`, allows you to take a snapshot of a given WebGL framebuffer, such as the one used by a Render Texture or Shader, and either get a single pixel from it as a Color value, or get an area of it as an Image object, which can then optionally be saved to the Texture Manager for use by Game Object textures.
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* `RenderTexture.snapshot` is a new method that will take a snapshot of the whole current state of the Render Texture and return it as an Image object, which could then be saved to the Texture Manager if needed.
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* `RenderTexture.snapshotArea` is a new method that will take a snapshot of an area of a Render Texture and return it as an Image object, which could then be saved to the Texture Manager if needed.
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* `RenderTexture.snapshotPixel` is a new method that will take extract a single pixel color value from a Render Texture and return it as a Color object.
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* The `SnapshotState` object has three new properties: `isFramebuffer` boolean and `bufferWidth` and `bufferHeight` integers.
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### Updates
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