photonstorm
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aac31f6858
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FBOs are bound to parents.
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2016-11-10 17:05:04 +00:00 |
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Richard Davey
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48f90fec34
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Implemented a State based MainLoop system, with fully split logic / render cycles and frame rate. Each State can now set its own frame rate. Added in more Camera commands, moved the Tween Manager into the State Systems, and started work on the new heavily reduced Game object.
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2016-11-08 01:50:57 +00:00 |
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Richard Davey
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f2cb384da0
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State indexing added.
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2016-11-06 13:59:48 +00:00 |
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Richard Davey
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d568d2bede
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Moved _sys to a StateSystems class to keep things much cleaner, and avoid setter inheritance mess.
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2016-11-06 12:18:08 +00:00 |
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Richard Davey
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893d35ea89
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Multiple States now rendering together, with their own systems and managers :)
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2016-11-04 03:09:48 +00:00 |
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Richard Davey
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2326b331f1
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States now have their own FBO (under WebGL) which the renderer uses.
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2016-11-04 02:24:49 +00:00 |
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Richard Davey
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a366ef8f3c
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New State Manager up and running.
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2016-11-04 02:08:17 +00:00 |
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Richard Davey
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16e687cb2a
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Fixed issue with FBO leaving no bound texture on unit zero.
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2016-11-03 21:50:14 +00:00 |
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Richard Davey
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e0c6a0c470
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Using createEmptyTexture again.
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2016-11-03 21:06:14 +00:00 |
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photonstorm
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57e12415cc
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Removing test code.
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2016-11-03 17:25:14 +00:00 |
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photonstorm
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a86b02d55a
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Finally! Fixed the multi texture + FBO pipeline.
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2016-11-03 17:19:16 +00:00 |
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photonstorm
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a3d9cf9b6d
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Tiny Batch!
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2016-11-03 13:47:37 +00:00 |
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Richard Davey
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def3a93b5f
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Trying to debug fbo + multi-texture 'cannot draw to same texture' issue.
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2016-11-03 05:10:50 +00:00 |
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Richard Davey
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106a55e642
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Lots of tidying up. Renamed properties, removed loads of stuff no longer needed in the main class.
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2016-11-03 04:22:07 +00:00 |
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Richard Davey
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8439cf0c15
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Added QuadFBO class, which encapsulates the whole frame buffer + quad + shader flow. Exposed quad dimensions and position via setters, allowing you to place the FBO anywhere when it renders.
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2016-11-03 04:04:34 +00:00 |
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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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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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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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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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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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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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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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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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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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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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Richard Davey
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1aebdb9dd7
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Fixed the Batch renderer at last. Just need to add multi-texture support back in.
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2016-10-19 01:56:31 +01:00 |
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Richard Davey
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238c2fc8aa
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Trying more things to get it working!
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2016-10-19 00:23:40 +01:00 |
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photonstorm
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18b12dfc3e
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Huge amount of work getting the WebGL renderer sorted out, tidied up and merged with the latest Texture and Transform components.
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2016-10-18 17:03:25 +01:00 |
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Richard Davey
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271aab1844
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Removed the GPU texture handlers out of the Texture Manager, and into the WebGL Renderer.
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2016-10-11 23:48:22 +01:00 |
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Richard Davey
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2630a48266
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Added TileSprite to the renderer.
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2016-10-07 02:09:12 +01:00 |
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Richard Davey
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b18bdab447
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UID is set by the Renderer now, removing another Phaser global.
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2016-10-07 01:33:01 +01:00 |
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Richard Davey
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ea9c9ae7b3
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Removed gl texture ID.
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2016-10-07 00:59:10 +01:00 |
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Richard Davey
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b254d085cd
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All of the WebGL Graphics draw ops have been split out, tidied up and merged.
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2016-10-07 00:40:31 +01:00 |
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Richard Davey
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8a72f0ff35
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FilterTexture converted.
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2016-10-06 23:36:00 +01:00 |
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Richard Davey
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caffc9ca5f
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Added FilterManager and StencilManager to new renderer.
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2016-10-06 22:59:42 +01:00 |
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Richard Davey
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dc92c92a30
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Removed all instances of gl.id .
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2016-10-05 01:45:22 +01:00 |
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Richard Davey
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fe92b4e388
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WebGL using mixins.
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2016-10-05 01:25:06 +01:00 |
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photonstorm
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03f67a2677
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Refactored WebGL renderer working for Sprites and Containers.
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2016-10-04 15:39:54 +01:00 |
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