Richard Davey
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0d90f75b5f
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Splitting the dev branch up into versions.
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2016-11-22 01:36:56 +00:00 |
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photonstorm
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49c57089b3
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Quick test.
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2016-11-10 17:04:37 +00:00 |
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Richard Davey
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efebd79e30
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Added State.pause.
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2016-11-06 16:50:45 +00:00 |
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Richard Davey
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c60eae4ee1
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Fixed vert dimensions, texture still needs to be based on renderer size.
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2016-11-04 04:11:47 +00:00 |
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Richard Davey
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893d35ea89
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Multiple States now rendering together, with their own systems and managers :)
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2016-11-04 03:09:48 +00:00 |
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Richard Davey
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2326b331f1
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States now have their own FBO (under WebGL) which the renderer uses.
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2016-11-04 02:24:49 +00:00 |
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Richard Davey
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89ece19c78
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Disabled twirl.
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2016-11-03 22:25:55 +00:00 |
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Richard Davey
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16e687cb2a
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Fixed issue with FBO leaving no bound texture on unit zero.
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2016-11-03 21:50:14 +00:00 |
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Richard Davey
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181e08a1f9
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Testing fix.
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2016-11-03 21:32:06 +00:00 |
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Richard Davey
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8971d8eaf4
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Updated comments
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2016-11-03 21:13:48 +00:00 |
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Richard Davey
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b65a9bec42
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Tidying up.
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2016-11-03 21:10:53 +00:00 |
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photonstorm
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57e12415cc
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Removing test code.
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2016-11-03 17:25:14 +00:00 |
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photonstorm
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a86b02d55a
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Finally! Fixed the multi texture + FBO pipeline.
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2016-11-03 17:19:16 +00:00 |
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Richard Davey
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def3a93b5f
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Trying to debug fbo + multi-texture 'cannot draw to same texture' issue.
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2016-11-03 05:10:50 +00:00 |
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Richard Davey
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106a55e642
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Lots of tidying up. Renamed properties, removed loads of stuff no longer needed in the main class.
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2016-11-03 04:22:07 +00:00 |
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Richard Davey
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8439cf0c15
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Added QuadFBO class, which encapsulates the whole frame buffer + quad + shader flow. Exposed quad dimensions and position via setters, allowing you to place the FBO anywhere when it renders.
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2016-11-03 04:04:34 +00:00 |
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