Richard Davey
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272727459f
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Use new shader property
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2020-10-21 18:15:28 +01:00 |
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Richard Davey
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9531124903
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Typo fix
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2020-10-21 18:15:19 +01:00 |
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Richard Davey
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da47c776fa
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New shader class to allow one pipeline to set multiple shaders
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2020-10-21 18:15:13 +01:00 |
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Richard Davey
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180b29be98
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The pipeline can now handle multiple shaders all sharing the same attributes
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2020-10-21 18:15:02 +01:00 |
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Richard Davey
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c730272ba7
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Updated the configs to handle multiple shaders
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2020-10-21 18:12:40 +01:00 |
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Richard Davey
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4b1c5c1a0b
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Improved docs
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2020-10-21 11:30:49 +01:00 |
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Richard Davey
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7ffa615831
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The WebGLPipeline.flushLocked property has been removed. A pipeline can never flush in the middle of a flush anyway, so it was just wasting CPU cycles being set.
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2020-10-21 11:19:12 +01:00 |
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Richard Davey
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75f857b645
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Update WebGLRenderer.js
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2020-10-16 14:11:21 +01:00 |
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Richard Davey
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e50339b144
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Updated to use new filtered children list
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2020-10-16 14:11:15 +01:00 |
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Richard Davey
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d35ff331b2
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Now takes a pre-filtered list of children to render
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2020-10-16 11:36:00 +01:00 |
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Richard Davey
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675eec8103
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Better attenuation
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2020-10-14 15:16:35 +01:00 |
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Richard Davey
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cc167e158f
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Much better effect from the light shader
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2020-10-14 11:57:58 +01:00 |
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Richard Davey
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d3d0c71fe4
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Fixed shader for clip-space
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2020-10-13 22:34:26 +01:00 |
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Richard Davey
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b1a5ce7f55
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Testing new batched lights
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2020-10-13 18:17:30 +01:00 |
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Richard Davey
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8708255948
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Removed Layer3D Game Object and old MeshPipeline
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2020-10-13 10:56:21 +01:00 |
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Richard Davey
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dda4431366
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Merged the Layer3D Game Object and pipeline back in for now
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2020-10-07 17:44:36 +01:00 |
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Richard Davey
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706d02873a
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Fixed issue with camera flash/fade not working
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2020-10-05 13:44:29 +01:00 |
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Richard Davey
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468b1ba255
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Added 2nd conditional back
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2020-10-05 13:43:54 +01:00 |
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Richard Davey
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c3c35322c4
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Merge pull request #4992 from svipal/master
Preliminary PR for isometric support
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2020-10-02 09:42:47 +01:00 |
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Richard Davey
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6bc858e332
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Moved out OBJFile and updated PipelineManager
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2020-10-01 18:00:02 +01:00 |
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Richard Davey
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3baecb19d4
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Moved old mesh pipeline and code into own folder
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2020-10-01 17:56:49 +01:00 |
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Richard Davey
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2d43561e1a
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WebGLRenderer.vaoExtension is a new property that holds a reference to the Vertex Array Object WebGL Extension, if supported by the browser.
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2020-10-01 13:48:27 +01:00 |
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Richard Davey
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d8992ccf9d
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WebGLRenderer.instancedArraysExtension is a new property that holds the WebGL Extension for instanced array drawing, if supported by the browser.
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2020-10-01 10:57:13 +01:00 |
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Richard Davey
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8119ce7da1
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Fixed use of old camera private properties
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2020-09-29 16:44:11 +01:00 |
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Richard Davey
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aa3544310c
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When taking a snapshot in WebGL it would often have an extra line of empty pixels at the top of the resulting image, due to a rounding error in the WebGLSnapshot function. Fix #4956
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2020-09-24 10:32:47 +01:00 |
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Richard Davey
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4748c7c7fc
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WebGLRenderer.defaultScissor is a new property that holds the default scissor dimensions for the renderer. This is modified during resize and avoids continuous array generation in the preRender loop.
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2020-09-24 09:26:41 +01:00 |
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Richard Davey
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e004fa47fc
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Creating a Bitmap Mask from a texture atlas that was then used to mask another Game Object also using that same texture atlas would throw the error GL_INVALID_OPERATION : glDrawArrays: Source and destination textures of the draw are the same. . It now renders as expected. Fix #4675
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2020-09-23 18:10:12 +01:00 |
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Richard Davey
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232f8e0ebc
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Updated to use new uniforms and fixed renderWebGL parameters
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2020-09-23 17:55:03 +01:00 |
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Richard Davey
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e2d775e083
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Remove duplicate code
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2020-09-23 12:06:22 +01:00 |
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Richard Davey
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b350ebddcc
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Removed duplicate code.
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2020-09-23 11:42:14 +01:00 |
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Richard Davey
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183e68580f
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Fixed dirty flag reset
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2020-09-22 11:45:49 +01:00 |
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Richard Davey
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bd25dbc355
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Added per-model cull mode
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2020-09-22 11:39:26 +01:00 |
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Richard Davey
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0410c9f5aa
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Updated JSDocs
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2020-09-22 11:33:40 +01:00 |
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Richard Davey
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afe765a2cf
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Fix component properties
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2020-09-21 18:24:12 +01:00 |
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Richard Davey
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d86cde525a
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Remove console.log
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2020-09-21 18:23:48 +01:00 |
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Richard Davey
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d33c69b65c
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Updated the shaders
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2020-09-21 18:23:41 +01:00 |
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Richard Davey
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893453f840
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New uniforms handler, new cache and dirty checks
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2020-09-21 15:57:38 +01:00 |
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Richard Davey
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4549fb4320
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Updated type defs
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2020-09-21 14:05:51 +01:00 |
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Richard Davey
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f2f3aea79a
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Shorter errors
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2020-09-21 14:05:38 +01:00 |
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Richard Davey
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9bb510be0c
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Now caches uniform locations and added all of the new set1f etc uniform methods
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2020-09-21 14:05:30 +01:00 |
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Richard Davey
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56caeb126f
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Renders whole buffer in a single draw with no vertex iteration
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2020-09-21 00:17:14 +01:00 |
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Richard Davey
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1d2a8bc58f
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Added fog to shader
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2020-09-21 00:16:43 +01:00 |
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svipal
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030a9489cd
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Merge pull request #9 from photonstorm/master
Final master pull hopefully
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2020-09-19 11:01:04 +02:00 |
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Svipal
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299f83c13d
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fixed conflicts
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2020-09-19 10:56:05 +02:00 |
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Richard Davey
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307cbe130f
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New Mesh Shader
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2020-09-18 17:51:23 +01:00 |
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Richard Davey
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9a1b252a11
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Use shouldFlush
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2020-09-18 17:50:57 +01:00 |
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Richard Davey
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0013db3747
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Created new Mesh Pipeline
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2020-09-18 17:50:20 +01:00 |
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Richard Davey
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74f35acad1
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Better docs
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2020-09-18 16:38:26 +01:00 |
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svipal
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79fe9abc6e
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finished updating culling system
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2020-09-18 17:16:52 +02:00 |
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Richard Davey
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5e5b8c0938
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The WebGLPipeline.shouldFlush method now accepts an optional parameter amount . If given, it will return true if when the amount is added to the vertex count it will exceed the vertex capacity. The Multi Pipeline has been updated to now use this method instead of performing the comparison multiple times itself.
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2020-09-15 11:54:12 +01:00 |
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