Richard Davey
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6e70669e28
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Added getVerticesFromRect so the fbo is calculated from pixel values.
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2016-11-03 02:50:52 +00:00 |
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Richard Davey
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8603374316
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More docs.
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2016-11-03 02:07:15 +00:00 |
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Richard Davey
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0b070822d3
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Updated the FBO quad to use a vec2 for position instead, cutting down on vert data a little. Also removed array length look-ups and hard coded values in.
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2016-11-03 01:51:31 +00:00 |
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Richard Davey
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9600ed038d
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Updated destroy method.
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2016-11-03 01:49:55 +00:00 |
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Richard Davey
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e2b7e54c5f
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Testing twirl shader :)
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2016-11-02 01:47:59 +00:00 |
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Richard Davey
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b5faa8843d
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Finally, FBO for main renderer working!
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2016-11-02 01:22:27 +00:00 |
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Richard Davey
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4b0c028200
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Adding FBO support.
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2016-11-02 01:00:56 +00:00 |
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Richard Davey
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6e284cf4f9
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Removed test code.
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2016-11-01 01:19:32 +00:00 |
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Richard Davey
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e6d0e17a8e
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Guarded vertex update.
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2016-11-01 01:19:22 +00:00 |
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Richard Davey
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03b651f79f
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Loads of tweaks re: Transform inheritance.
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2016-11-01 00:31:45 +00:00 |
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Richard Davey
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c681abbea8
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Removed duplicate flush methods from the batch processors.
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2016-10-31 21:46:31 +00:00 |
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Richard Davey
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19d9241dc7
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Removed un-needed shaders.
Added batch processor switching and tested it.
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2016-10-31 21:42:23 +00:00 |
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Richard Davey
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7477599005
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Refactored ImageBatch into the more accurately named SingleTextureBatch.
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2016-10-31 19:44:46 +00:00 |
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photonstorm
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5ef7fd3377
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Moved flush to BaseBatch.
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2016-10-31 17:15:36 +00:00 |
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Richard Davey
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8e2c5b7669
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Removed dead code.
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2016-10-31 00:03:57 +00:00 |
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Richard Davey
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c27b2f9fca
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Changed batch limits. Currently running 20,000 pixels in 1 draw call.
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2016-10-30 23:59:47 +00:00 |
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Richard Davey
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c4a79bfadc
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Pixel Batch rendering working, and passing through properly.
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2016-10-30 23:40:18 +00:00 |
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Richard Davey
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bd80999b33
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Refined the Image and WebGL Renderers.
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2016-10-30 22:58:14 +00:00 |
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Richard Davey
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a55df3f143
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Added in the Pixel Field batch processor and start of the Game Object.
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2016-10-30 22:57:50 +00:00 |
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Richard Davey
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3c248d1cb4
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Added in the FX Batch processor.
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2016-10-30 22:57:29 +00:00 |
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Richard Davey
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5ec168a741
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Added the multi texture batch processor, and tested it working.
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2016-10-30 22:57:19 +00:00 |
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Richard Davey
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cf51ea8ec4
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Added in lots of new files.
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2016-10-30 22:56:26 +00:00 |
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Richard Davey
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322f711f58
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Enabled the default and missing images again.
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2016-10-30 22:56:17 +00:00 |
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Richard Davey
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525c3e1a44
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Removed all the redundant methods and added in the new batch processors.
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2016-10-30 22:56:06 +00:00 |
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Richard Davey
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577b81580a
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New batch system working.
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2016-10-30 14:57:38 +00:00 |
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Richard Davey
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7051557e21
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Merging the functions into the right classes. Nearly ready to test.
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2016-10-29 21:29:16 +01:00 |
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Richard Davey
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44f7629cc8
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Tidying up the new batch.
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2016-10-29 14:41:43 +01:00 |
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Richard Davey
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30dea30601
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Splitting the batch processors into their own classes.
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2016-10-29 13:38:57 +01:00 |
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photonstorm
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863efde5ed
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Getting ready to move the shaders out.
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2016-10-28 18:35:23 +01:00 |
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Richard Davey
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f1760f961d
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Working through splitting the Batch shader out of the manager, and into its own class. Got multi-shader swapping working.
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2016-10-28 02:42:58 +01:00 |
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Richard Davey
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33c618d30e
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Fixed issue where changing blend mode didn't correctly reset the batch.
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2016-10-27 15:14:22 +01:00 |
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Richard Davey
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2b850ad4e8
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Setting the anchor dirties the Transform.
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2016-10-27 15:14:09 +01:00 |
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photonstorm
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fd3898742f
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Added ability to toggle multi-texture support at run-time.
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2016-10-25 16:44:23 +01:00 |
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photonstorm
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8de992175e
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Renamed Renderer spriteBatch to just batch.
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2016-10-25 14:30:29 +01:00 |
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photonstorm
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a271a52ec7
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Added glLastUsed property to TextureSource.
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2016-10-25 13:23:14 +01:00 |
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Richard Davey
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120b6eb2bd
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Blend Modes work. More optimisations in the batch manager.
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2016-10-25 03:57:34 +01:00 |
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Richard Davey
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dae0b2c124
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Fixed Multi Texture support across split texture atlases.
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2016-10-25 01:54:49 +01:00 |
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Richard Davey
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8ab7dc80dc
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Sorted out swapping WebGL textures in a non-multi texture environment.
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2016-10-25 01:40:16 +01:00 |
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Richard Davey
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4c6691863c
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Fixed Multi Texture support in the new batch manager.
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2016-10-25 00:41:45 +01:00 |
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photonstorm
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2af81bdfba
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Masses of refactoring in BatchManager, making it as compact and fast as possible.
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2016-10-24 17:14:10 +01:00 |
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Richard Davey
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3cb806c86e
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New addVerts method working.
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2016-10-23 11:25:44 +01:00 |
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Richard Davey
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7cfe3b3919
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Exploring using addVert / addVerts to allow for shadow injection from the Game Objects layer.
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2016-10-22 18:02:43 +01:00 |
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photonstorm
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4af0fb3247
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Added offset vector back in.
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2016-10-20 15:01:22 +01:00 |
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photonstorm
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ef5e23abad
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Fixed TI attribute.
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2016-10-20 14:33:31 +01:00 |
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Richard Davey
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35373da918
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Adding texture index
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2016-10-20 05:04:06 +01:00 |
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photonstorm
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64cd88f7b4
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Trying out flash effect.
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2016-10-19 17:17:26 +01:00 |
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photonstorm
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d19148aec0
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Getting to the point where the 'render' call is just array population, no calculation.
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2016-10-19 14:31:35 +01:00 |
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photonstorm
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4c60effae4
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Vertex Data calculations moved here, only updated when dirty. Saves time batch calculating.
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2016-10-19 14:31:13 +01:00 |
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photonstorm
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f1e8396b6f
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Tidying up.
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2016-10-19 14:30:43 +01:00 |
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photonstorm
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079f81a639
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Opps - blend mode needed :)
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2016-10-19 14:30:33 +01:00 |
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