Richard Davey
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3c7062ca6a
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Common strings.
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2020-10-26 17:00:23 +00:00 |
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Richard Davey
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bc34d01535
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Update WebGLPipeline.js
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2020-10-26 15:19:21 +00:00 |
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Richard Davey
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1e80f53f1d
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Better docs
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2020-10-26 15:00:25 +00:00 |
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Richard Davey
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7c929e52bc
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Finished method docs and added clone
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2020-10-26 15:00:17 +00:00 |
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Richard Davey
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ec4751ddc6
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Finished all method docs
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2020-10-26 15:00:07 +00:00 |
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Richard Davey
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55cbda85b8
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Removed debug code
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2020-10-26 14:24:15 +00:00 |
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Richard Davey
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f87bd7d384
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Removed all of the shader setters. This should be done via the WebGLShader class now.
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2020-10-26 14:24:06 +00:00 |
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Richard Davey
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fba97afcb6
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Update dirty uniforms
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2020-10-26 14:05:49 +00:00 |
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Richard Davey
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f32b4c7ecd
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Fixed config setter and added mvp matrices
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2020-10-26 14:05:39 +00:00 |
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Richard Davey
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1e8b1cc583
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Removed ProjectOrtho and optimized setters
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2020-10-26 14:05:26 +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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14e90c60d8
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Don't resize to zero dimensions and run proper compare
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2020-10-26 14:04:45 +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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8c85887479
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Removed all of the mvp functions as they're no longer needed
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2020-10-26 14:03:18 +00:00 |
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Richard Davey
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0b3011add3
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Update PointLight-frag.js
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2020-10-21 18:15:34 +01:00 |
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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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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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