Commit graph

357 commits

Author SHA1 Message Date
Richard Davey
143957d24a You can now set the maxLights value in the Game Config, which controls the total number of lights the Light2D shader can render in a single pass. The default is 10. Be careful about pushing this too far. More lights = less performance. Close #4081 2018-10-02 11:09:58 +01:00
Richard Davey
5bdf9aa21b WebGLRenderer.deleteTexture will check to see if the texture it is being asked to delete is the currently bound texture or not. If it is, it'll set the blank texture to be bound after deletion. This should stop RENDER WARNING: there is no texture bound to the unit 0 errors if you destroy a Game Object, such as Text or TileSprite, from an async or timed process 2018-10-01 16:32:42 +01:00
Richard Davey
b3f3f6a9b5 If a Game instance is destroyed without using the removeCanvas argument, it would throw exceptions in the MouseManager after the destroy process has run, as the event listeners were not unbound. They're not unbound, regardless of if the parent canvas is removed or not. Fix #4015 2018-10-01 12:55:54 +01:00
Richard Davey
e297b3272e Added hundreds of new jsdoc descriptions 2018-10-01 11:35:01 +01:00
Richard Davey
ec6715ba8b Fixed a bug where the gl scissor wasn't being reset during a renderer resize, causing it to appear as if the canvas didn't resize properly when autoResize was set to true in the game config. Fix #4066 2018-10-01 10:38:39 +01:00
Richard Davey
c237209bb8 Added new jsdocs 2018-09-28 12:19:21 +01:00
Richard Davey
3944e580cc Fixed an error in the batchSprite methods in the Canvas and WebGL Renderers that would incorrectly set the frame dimensions on Sprites with the crop component. This was particularly noticeable on Sprites with trimmed animation frames 2018-09-27 16:49:52 +01:00
Richard Davey
d8fcde46c3 When using CanvasTexture.refresh or Graphics.generateTexture it would throw WebGL warnings like 'bindTexture: Attempt to bind a deleted texture'. This was due to the Frames losing sync with the glTexture reference used by their TextureSource. Fix #4050 2018-09-27 14:16:22 +01:00
Richard Davey
945a2eb0fb TextureTintPipeline.batchTexture has a new optional argument skipFlip which allows you to control the internal render texture flip Y check. 2018-09-26 16:32:41 +01:00
Richard Davey
c704dc450a Fixed jsdoc definitions 2018-09-25 11:36:36 +01:00
Richard Davey
5ec26fa62d Cameras now emit prerender and postrender events if they are set to render to textures. 2018-09-14 15:53:06 +01:00
Richard Davey
ef62313bbb The WebGL Renderer now always enables the SCISSOR_TEST, this allows Game Objects that use the scissor (such as custom objects, or Bitmap Text) to render properly again. 2018-09-14 12:33:09 +01:00
aaron
b9454eaf7b Wrong filling rectangle for camera with no transparent background after last scissor changes 2018-09-14 10:53:50 +02:00
Richard Davey
7b0d823415 Resizing canvas backed textures like this is a really bad idea, so remove it. 2018-09-13 13:22:27 +01:00
Matthew Roelle
700509275d Changed setFloatXv methods to accept a Float32Array rather than instantiate its own 2018-09-12 20:25:15 -07:00
Richard Davey
a418995c15 Fixed jsdoc versions and updated them for #4019 2018-09-12 15:34:48 +01:00
Matthew Roelle
7465717d92 Fixed doccomment for float array uniforms 2018-09-09 18:19:09 -07:00
Matthew Roelle
aeeefb3cf6 Added support for setting float array uniforms in the WebGLRenderer and WebGLPipeline 2018-09-09 18:05:29 -07:00
Richard Davey
8bc4d06831 Added IsoTriangle and project setting 2018-09-07 14:23:25 +01:00
Richard Davey
5e126b80fa Parent matrix and now optional and it won't draw a line cap unless the first point has been set 2018-09-06 15:07:36 +01:00
Richard Davey
55003641d2 Clamp scissor 2018-08-31 18:19:31 +01:00
Richard Davey
0b95ed0478 Fixed scissors when using a small cam with render texture 2018-08-31 16:25:04 +01:00
Richard Davey
79b4f07530 Fixed mask flush and sped-up the render loop slightly (removed 1 duplicate conditional) 2018-08-31 14:40:12 +01:00
Richard Davey
5270b463d0 Removed visible check as it's no longer needed 2018-08-31 14:39:38 +01:00
Richard Davey
ecae9d0503 The setTintFill method would ignore the alpha value of the Game Object in the shader. The alpha value is now blended with the tint fill, allowing you to properly alpha out tint-filled Game Objects. Fix #3992 2018-08-31 13:27:24 +01:00
Richard Davey
cb0eeb3d63 Added default blank frame for custom pipelines #3978 2018-08-24 23:58:27 +01:00
Richard Davey
1d4b2ed01a Removed un-needed methods and fixed TileSprite and Tilemap Lights. Fix #3949 2018-08-23 17:30:27 +01:00
James Simpson
1ac7c969ea
Don't set gl.clearColor when no clearBeforeRender
Unless I'm missing something, the `gl.clearColor` command is unnecessary when you have `this.config.clearBeforeRender` set to `false`. This simply moves that into the config check to eliminate an unused command in those situations.
2018-08-17 14:03:17 -05:00
Richard Davey
66afe973af Trying mixins 2018-08-08 01:33:55 +01:00
Richard Davey
3a4bfa679b Added experimental Camera to Render Texture 2018-08-07 16:27:21 +01:00
Richard Davey
65d81ec426 Formatting 2018-08-07 16:26:22 +01:00
Richard Davey
f9e498353d Fixed lack of TempMatrix for Graphics generateTexture 2018-08-06 16:19:30 +01:00
Richard Davey
8ed749bcb1 Removed old scissor code 2018-08-03 18:57:03 +01:00
Richard Davey
22bc6d2a86 The batchTexture method in the Texture Tint Pipeline now supports cropped Game Objects and will adjust the drawn texture frame accordingly. 2018-08-03 18:54:48 +01:00
Richard Davey
2220faba49 Removed un-used method 2018-08-01 15:20:10 +01:00
Richard Davey
7ebf5766e8 Added docs for blankTexture and setBlankTexture. 2018-08-01 13:23:03 +01:00
Richard Davey
73524df816 The Game boot event flow has changed slightly. The Game will now listen for a texturesready event, which is dispatched by the Texture Manager when the default textures have finished processing. Upon receiving this, the Game will emit the ready event, which all the other systems listen for and respond to. The difference is that the Renderer uses the texturesready event to ensure that it is the first thing to be activated, before any other system. 2018-08-01 13:18:28 +01:00
Richard Davey
be379fd3a1 Added batchTextureFrame method 2018-07-31 17:10:02 +01:00
Richard Davey
a3fc263360 Binding a framebuffer sets the viewport size 2018-07-31 17:09:47 +01:00
Richard Davey
6749417ef3 lint fix 2018-07-27 11:19:19 +01:00
Richard Davey
9331c15c48 Updated to use tint object. 2018-07-27 02:14:08 +01:00
Richard Davey
4481795d32 Swapped to using getX / getY 2018-07-27 00:53:00 +01:00
Richard Davey
6877582531 Removed un-used pipeline and shaders 2018-07-26 23:43:49 +01:00
Richard Davey
4bdecf488b jsdocs tweaks 2018-07-26 23:41:52 +01:00
Richard Davey
a09c2a4958 Now uses customViewports counter to avoid scissor setting and skips box check 2018-07-26 23:05:25 +01:00
Richard Davey
1777e16227 Sorting out the scissor stack 2018-07-26 17:50:07 +01:00
Richard Davey
d093f35e5c Merged all of the required FTP methods into TTP. 2018-07-26 16:34:04 +01:00
Richard Davey
e0c0db5f8e Final bit of tidying up before merging this with the TTP. 2018-07-26 16:33:43 +01:00
Richard Davey
90219d46b3 Removed all references to the FlatTintPipeline. 2018-07-26 16:33:29 +01:00
Richard Davey
947d301f42 Removed the unit batch from TTP and put it into FDLP 2018-07-26 15:31:44 +01:00