Richard Davey
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314a0bbf4e
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Added ability to bind and draw to a target.
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2020-11-14 17:58:00 +00:00 |
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Richard Davey
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d87cf4e915
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Always pop and reset!
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2020-11-13 18:03:03 +00:00 |
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Richard Davey
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d07b2fc811
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Lots more documentation added
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2020-11-13 17:46:05 +00:00 |
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Richard Davey
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bbbb49f4b5
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Handy references
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2020-11-13 17:31:27 +00:00 |
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Richard Davey
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701ad1fa15
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ColorMatrix alpha support and viewport setting
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2020-11-13 17:31:17 +00:00 |
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Richard Davey
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cf275b44d6
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Added all JSDocs
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2020-11-13 15:54:36 +00:00 |
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Richard Davey
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6a97fe6889
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Lots of handy methods added and fixed vertices
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2020-11-13 14:20:26 +00:00 |
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Richard Davey
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2d3248025a
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Lots of tidying up, added blend methods
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2020-11-13 14:20:07 +00:00 |
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Richard Davey
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d7a0bddfcb
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Handled in batchQuad method
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2020-11-13 14:19:12 +00:00 |
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Richard Davey
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6dc07dad3e
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Added ColorMatrix class and proper verts
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2020-11-12 18:09:37 +00:00 |
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Richard Davey
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a6ba0539de
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Update PostFXPipeline.js
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2020-11-11 17:47:24 +00:00 |
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Richard Davey
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1ff6b0dce5
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Expose Utility Pipeline
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2020-11-11 17:46:28 +00:00 |
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Richard Davey
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b9cc4bfb5b
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Create UtilityPipeline.js
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2020-11-11 17:46:03 +00:00 |
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Richard Davey
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8e7171ca79
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Use fbo stack and free-up callback hooks
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2020-11-10 17:26:56 +00:00 |
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Richard Davey
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47009779fb
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Hard-code the topology
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2020-11-10 15:50:17 +00:00 |
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Richard Davey
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84f6849ad6
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Fixed Bitmap Mask
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2020-11-10 14:33:28 +00:00 |
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Richard Davey
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7a5165c87b
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Limit batch size to 1
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2020-11-10 12:35:01 +00:00 |
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Richard Davey
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eda0ca8a75
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Use GLenum value and limit batch size to 256
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2020-11-10 12:34:53 +00:00 |
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Richard Davey
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e7319907c7
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PostFX Pipeline only needs a single quad
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2020-11-10 11:59:28 +00:00 |
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Richard Davey
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ca52436340
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Removed Camera Pipeline
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2020-11-10 11:59:12 +00:00 |
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Richard Davey
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94d2889783
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Moved setTexture2D to pipeline class
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2020-11-10 11:58:53 +00:00 |
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Richard Davey
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cb7a998ea0
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Added onBatch support
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2020-11-09 12:17:45 +00:00 |
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Richard Davey
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abe97b18fd
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Remove drawFillRect and no batchTexture post fx
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2020-11-06 17:22:05 +00:00 |
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Richard Davey
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167f50f28f
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Added new PostFX Pipeline to extend from
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2020-11-06 15:35:05 +00:00 |
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Richard Davey
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701b899511
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Update MultiPipeline.js
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2020-11-05 18:05:58 +00:00 |
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Richard Davey
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18d2de8f1c
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Update SinglePipeline.js
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2020-11-05 18:05:49 +00:00 |
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Richard Davey
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e9efc5e8f2
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Invokes pre and post batch functions.
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2020-11-04 18:02:22 +00:00 |
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Richard Davey
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305106bebe
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Correct sampler ID
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2020-11-04 18:01:11 +00:00 |
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Richard Davey
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ebe5ba1a0a
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New attributes, removed un-used properties, fixed JSDocs
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2020-11-03 11:32:05 +00:00 |
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Richard Davey
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3caa51a938
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Update GraphicsPipeline.js
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2020-11-02 16:20:16 +00:00 |
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Richard Davey
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ca4168e5d0
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New Camera Pipeline, better boot handling, tidied up docs
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2020-10-30 17:50:58 +00:00 |
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Richard Davey
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d39968e0a1
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Parameter not needed
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2020-10-29 17:22:39 +00:00 |
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Richard Davey
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024f13f2ba
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No longer use uViewMatrix or uModelMatrix
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2020-10-29 14:37:52 +00:00 |
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Richard Davey
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9e4141e18b
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Pass the Game Object
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2020-10-28 18:13:34 +00:00 |
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Richard Davey
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c5b538afcd
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Added the new Graphics Pipeline
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2020-10-28 17:39:54 +00:00 |
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Richard Davey
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d6ecea8d4d
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Use the new attributes format
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2020-10-28 17:39:31 +00:00 |
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Richard Davey
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92c365a881
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Removed all Graphics methods and related properties.
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2020-10-28 16:53:31 +00:00 |
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Richard Davey
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389b480777
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Using new easier attribute config + moved some methods to WebGLPipeline
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2020-10-28 16:15:09 +00:00 |
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Richard Davey
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15d8eabf17
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Single pipeline updated so it can easily extend Multi now
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2020-10-28 16:14:42 +00:00 |
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Richard Davey
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7ad02d6c0d
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Removed mvp component
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2020-10-26 14:05:07 +00:00 |
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Richard Davey
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291f588110
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Removed the mvp component. Pipelines no longer need this.
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2020-10-26 14:04:01 +00:00 |
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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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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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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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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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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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