Commit graph

108 commits

Author SHA1 Message Date
Chad Engler
5b7130d4d6 fix one more place where resolution wasn't taken into account 2016-02-06 17:05:44 -08:00
Chad Engler
7457cc67f2 Fix #2320: properly size filter texture and viewport 2016-02-06 11:30:31 -08:00
Richard Davey
2a948832fc Merge pull request #1842 from hightopo/fix-mask-filter-bug
Fix mask combine filter bug
2016-02-04 18:07:39 +02:00
photonstorm
da8fa83730 Changed default back. 2016-02-04 16:00:16 +00:00
photonstorm
afc96352de PIXI.WebGLGraphics.stencilBufferLimit is a new integer that allows you to define how many points exist in a Graphics object before Pixi swaps to using the Stencil Buffer to render it. The default is now 64 (originally 6). This fixes issues with things like Quadratic curves not rendering as masks in WebGL. 2016-02-04 14:52:35 +00:00
photonstorm
8076f64656 We have replaced the PolyK Triangulation calls within Pixi with EarCut 2.0.8. This allows for faster polygon triangulation, and also deals with more complex polygons that PolyK would crash on. 2016-02-04 13:23:01 +00:00
photonstorm
efc69ff463 Buttons (or any Sprites) that don't have a texture, but have children, would incorrectly render the children under WebGL due to the baseTexture.skipRender property (thanks @puzzud #2141) 2015-10-16 16:44:51 +01:00
photonstorm
d5f1b43a2d Added skipRender to FastSpriteBatch. 2015-10-15 11:42:53 +01:00
photonstorm
99751a5e8e BaseTexture.skipRender is a new boolean that can be set to skip the rendering phase in the WebGL Sprite Batch. You may want to do this if you have a parent Sprite with no visible texture (i.e. uses the internal __default texture) that has children that you do want to render, without causing a batch flush in the process. 2015-10-15 11:39:59 +01:00
photonstorm
e01a754732 Removed the FrameDebugger and moved to its own branch. 2015-10-12 11:10:37 +01:00
Richard Davey
8dc8d7dd72 Added fd to the renderSession to stop the FrameDebugger breaking in TilingSprite under WebGL. 2015-10-07 22:15:20 +01:00
Richard Davey
84a566bf79 Added guard around the blend mode setter. 2015-09-27 01:44:38 +01:00
Richard Davey
cbf9b3f71f WebGLRenderer.mapBlendModes optimised to cut down on file size. 2015-09-26 00:58:02 +01:00
photonstorm
0dee1157fc PIXI.WebGLRenderer.updateTexture now returns a boolean depending on if the texture was successfully bound to the gl context or not.
PIXI.WebGLSpriteBatch.renderBatch would still try and render a texture even if `updateTexture` failed to bind it. It now checks the return value from `updateTexture` and ignores failed binds.
2015-09-22 15:20:23 +01:00
photonstorm
09e8d465e4 Lots more work on the FrameDebugger. Just need texture preview and then can test it properly. 2015-09-16 13:17:06 +01:00
photonstorm
3be0ed8849 FrameDebugger now hooked into Canvas Renderer. Better output coming. 2015-09-15 16:14:14 +01:00
photonstorm
b9fcb7f179 Optimised size of PIXI.CanvasRenderer.mapBlendModes and started removal of options object. 2015-09-15 13:54:17 +01:00
photonstorm
4125e42a06 Sorted out setting the Stage backgroundColor. Much more concise now. 2015-09-15 13:34:07 +01:00
photonstorm
6784a9c1df Optimised render loop slightly. Moved properties to game. 2015-09-15 12:53:44 +01:00
photonstorm
daef7d5bfc Consolidating Pixi into Phaser. Removed options object, values all game from Game anyway so it saves space. Starting to move to jsdocs from yuidocs. 2015-09-15 12:53:43 +01:00
photonstorm
f4a1f11429 PIXI.CanvasPool is a new static global created to deal with the issue of resource leaks and continuous DOM node build-up when creating lots of Text or BitmapData objects, or when calling generateTexture on any display object. The CanvasPool will do its best to re-use out dated canvas elements rather than filling up the DOM with new ones.
Sprite.setTexture has a new `destroyBase` parameter - set this to `true` if you know the base used a generated texture that isn't being used by any other sprites. This will free-up the canvas for further re-use by other calls to generateTexture or Text objects.
2015-08-03 16:09:16 +01:00
photonstorm
50516e3d34 Testing CanvasPool. 2015-08-03 14:33:12 +01:00
photonstorm
8eb34f96ce WebGL context loss and restoration is now handled directly by Phaser.
Cache.clearGLTextures empties out all of the GL Textures from Images stored in the cache. This is called automatically when the WebGL context is lost and then restored.
2015-07-22 12:59:32 +01:00
photonstorm
f15fe6706c All undefined argument checks were changed from if (typeof x === 'undefined') to if (x === undefined) removing the typeof check and saving some bytes across the codebase in the process. 2015-07-22 10:37:15 +01:00
Richard Davey
1c9fb614a4 PIXI._CompileShader can now take an array or a string for the fragment src. 2015-07-15 23:20:39 +01:00
photonstorm
87ac0b8f50 jsdoc tweak. 2015-07-08 16:40:40 +01:00
photonstorm
b481402ae4 Due to a Pixi 2 issue TileSprite when running under WebGL didn't respect the world alpha setting and would only work with its own alpha (thanks @hanenbro #1774) 2015-06-16 17:03:19 +01:00
nextht
6f5d4b93b8 Fix mask combine filter bug
In the demo (code below), i create a group with a rect mask, and create a sprite as child with a blurXY filter, then nothing is displayed. 
So i hack WebGLFilterManager's pushFilter and popFilter method, in pushFilter method i create a new stencilManager instance and cache the old one, in popFilter i destroy the new stencilManager and restore the old one, then this workaround works rightly as i expect.

I think this is bug for PIXI, so i hope @GoodBoyDigital and @photonstorm can help me to check whether this fixing is right or not, thanks.
 
		var game = new Phaser.Game(800, 600, Phaser.WEBGL, 'phaser-example', { preload: preload, create: create });

		function preload() {

			game.load.image('phaser', 'assets/sprites/phaser2.png');
			game.load.script('filterX', '../filters/BlurX.js');
			game.load.script('filterY', '../filters/BlurY.js');

		}

		function create() {

			var logo = game.add.sprite(game.world.centerX, game.world.centerY, 'phaser');
			logo.anchor.setTo(0.5, 0.5);

			var blurX = game.add.filter('BlurX');
			var blurY = game.add.filter('BlurY');

			logo.filters = [blurX, blurY];
			var group = game.add.group();
				group.addChild(logo);
				group.mask = game.add.graphics();
				group.mask.beginFill(0xff);
				group.mask.drawRect(0,0,500,500);
		}
2015-06-08 20:43:20 +08:00
photonstorm
9b95026cc9 Removed ConvertTintToImage as the Image object it created was never returned or used anywhere, so pointless having.
Optimised the canvas creation - before it was creating a new canvas every time it tinted a sprite.
Removed un-used tint method (tint with overlay)
Optimised tintWithMultiply.
2015-05-08 04:14:56 +01:00
photonstorm
9cb7122743 Improved code formatting. 2015-05-08 01:51:06 +01:00
photonstorm
3f51463c7b PIXI.CanvasTinter.tintWithMultiply was performing a double drawImage operation for no reason. Simplified down to a single drawImage call. 2015-05-03 13:53:02 +01:00
Richard Davey
fa5ed16f7d Trying something out :) 2015-04-22 04:22:17 +01:00
Richard Davey
be65b08e3b Close to getting WebGL Tiling Sprites back again - animations now work too, but the placement isn't quite right. 2015-04-22 01:36:12 +01:00
photonstorm
aa9ea30e79 Working through fixing TilingSprites for WebGL. 2015-04-21 17:01:24 +01:00
photonstorm
8981e9603e Removed Frame.uuid and updating TileSprite to work with animated sprites. 2015-04-21 05:11:19 +01:00
photonstorm
cdfc4ff45b Pixi.Sprite.renderCanvas and renderWebGL now has a new optional matrix parameter. You can use this to render the Sprite with an alternative transform matrix without actually adjusting the Sprite matrix at all. 2015-04-17 03:20:44 +01:00
photonstorm
36c064511c Added guards around context.getImageData calls in BitmapData, Text and Canvas Tinting classes to avoid crashing restricted browsers like Epic Browser. Please understand that several Phaser features won't work correctly with this browser (thanks @Erik3000 #1714) 2015-04-02 14:47:44 +01:00
photonstorm
e7400be625 Formatting updates. 2015-03-25 12:59:31 +00:00
photonstorm
d717c5c180 Removed final traces of _interactive properties and checks. Also added preUpdate catch. 2015-03-05 14:01:43 +00:00
photonstorm
41396d5ad2 Merged all of the relevant Pixi 2.2.7 fixes in (#1621) 2015-02-25 17:04:48 +00:00
photonstorm
819826ce08 Added Polygon.flatten and Polygon.toNumberArray.
Fixed Graphics.lineTo if no moveTo has been specified.
Fixed Graphics.drawShape if a mixed-type Polygon has been given.
2015-02-17 18:03:15 +00:00
photonstorm
f561659367 Removed sayHello (covered in Phaser banner) 2015-02-17 15:50:31 +00:00
photonstorm
8892f46a83 PIXI.WebGLRenderer.destroy has been fixed to decrement the glContextId and remove it from the PIXI.instances global. Game.destroy now hooks into this. This now means that you can now delete and create your Phaser game over and over without it crashing WebGL after the 4th attempt (#1260) 2015-02-11 21:02:15 +00:00
photonstorm
dfc8ff32d2 You can now tint animated Sprites in Canvas mode. Or change the texture atlas frame of a tinted Sprite or Image. Please note that this is pretty expensive (depending in the browser), as the tint is re-applied every time the *frame changes*. The Pixi tint cache has also been removed to allow for subtle tint color shifts and to avoid blowing up memory. So use this feature sparingly! But at least it does now work (#1070) 2015-02-10 14:53:55 +00:00
photonstorm
4489a12fd8 Sprite.loadTexture and Image.loadTexture now no longer call updateTexture if the texture given is a RenderTexture. This fixes issues with RetroFonts in IE11 WebGL as well as other RenderTexture related IE11 problems (#1310 #1381 #1523) 2015-02-10 12:27:55 +00:00
photonstorm
2b74d903d4 jsdoc fix. 2015-02-03 16:17:14 +00:00
photonstorm
eff9759f8c Updated to Pixi 2.2.0 release. 2014-12-17 13:50:28 +00:00
photonstorm
22e8340df7 Fixes issue where Pixi CanvasTint didn't allow for browsers that bit-shift the alpha value on putImageData (Android Stock Browser, I'm looking at you!) 2014-12-09 15:27:26 +00:00
photonstorm
b0d8e43128 And Pixi fixed the premult alpha issue properly. Back in again! 2014-12-03 21:20:41 +00:00
photonstorm
b05d745c40 Reverted changes as they broke all alpha support. Will put back once fixed in Pixi. 2014-12-03 20:54:25 +00:00