Richard Davey
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3deb6672aa
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RenderTarget.resize will now Math.floor the scaled width and height as well as ensure they're not <= 0 which causes Framebuffer status: Incomplete Attachment errors. Fix #5563
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2021-02-16 12:32:55 +00:00 |
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Richard Davey
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dff17f52e8
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The LightPipeline now only calls batchSprite , batchTexture and batchTextureFrame if the Scene Lights Manager is active. Fix #5522
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2021-02-04 16:38:09 +00:00 |
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Richard Davey
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5176fcfacd
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The Canvas Renderer will no longer run a fillRect if clearBeforeRender is false in the Game Config.
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2021-02-04 16:06:47 +00:00 |
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Richard Davey
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c5cbb413d2
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You can now set the boolean preserveDrawingBuffer in the Game Config (either directly, or in the Render Config). This is passed to the WebGL context during creation and controls if the buffers are automatically cleared each frame or not. The default is to clear them. Set to true to retain them.
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2021-02-04 15:58:41 +00:00 |
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Richard Davey
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a765b7edfc
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WebGLRenderer.isTextureClean is a new boolean property that tracks of all of the multi-textures are in a clean 'default' state, to avoid lots of gl texture binds and activations during a Scene restart or destruction process.
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2021-01-04 15:49:39 +00:00 |
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Richard Davey
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e7aff5d0dc
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Data type fix
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2020-12-16 10:25:27 +00:00 |
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Richard Davey
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6912124780
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Fixed docs
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2020-12-15 16:05:34 +00:00 |
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Richard Davey
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67b3f812f8
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JSDocs
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2020-12-14 13:50:50 +00:00 |
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Richard Davey
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00ec07d67f
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JSDoc update
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2020-12-14 13:36:51 +00:00 |
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Richard Davey
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cbe1a3219a
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JSDoc improvements
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2020-12-14 13:33:42 +00:00 |
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Richard Davey
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675e83e539
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Fix inverted RenderTexture snapshot. Fix #5445
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2020-12-14 10:52:05 +00:00 |
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Richard Davey
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5a532da7bf
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Disable scissor before clearing.
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2020-12-14 09:08:28 +00:00 |
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Richard Davey
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166c333d13
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Should rebind shaders too
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2020-12-11 12:41:48 +00:00 |
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Richard Davey
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519afd031b
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Fixed Camera Fade Effect check. Fix #5438
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2020-12-11 11:29:16 +00:00 |
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Richard Davey
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69f4a6d8fb
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Added getAspectRatio method
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2020-12-11 11:05:20 +00:00 |
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Richard Davey
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e4be6dbc90
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Fixed JSDocs and removed unused method
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2020-12-11 10:33:53 +00:00 |
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Richard Davey
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11990bccb4
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Added global projection matrix back and removed events
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2020-12-11 10:26:15 +00:00 |
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Richard Davey
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0d67548343
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Compare projection matrix with renderer
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2020-12-11 10:24:47 +00:00 |
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Richard Davey
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8839007e0f
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Update the projection matrix on bind
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2020-12-11 10:24:27 +00:00 |
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Richard Davey
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dbae58368d
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Removed event as no longer required
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2020-12-11 10:24:15 +00:00 |
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Richard Davey
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27da1dfa4b
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Clear just the color buffer
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2020-12-11 10:24:05 +00:00 |
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Richard Davey
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7acbd816f3
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Added new Projection Update event and respond to it
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2020-12-10 18:07:25 +00:00 |
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Richard Davey
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4f5cedde03
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Better method name. Reset once done.
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2020-12-10 16:58:34 +00:00 |
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Richard Davey
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f1dbea4ead
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beginCapture can accept dimensions. Reset scissor enables even if same size. Always set drawing height.
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2020-12-10 16:55:00 +00:00 |
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Richard Davey
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21b968363c
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Don't resize if already same size. Better binding handling.
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2020-12-10 16:53:48 +00:00 |
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Richard Davey
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2be3b7aa59
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Fixed typos
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2020-12-10 16:53:26 +00:00 |
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Richard Davey
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197aa9df0f
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Update WebGLRenderer.js
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2020-12-09 15:55:02 +00:00 |
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Richard Davey
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edbef4a04a
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Added eraseMode parameter
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2020-12-09 15:54:56 +00:00 |
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Richard Davey
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16d4d11939
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Final fixes to blitFrame
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2020-12-09 15:20:09 +00:00 |
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Richard Davey
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1cb6d525be
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New blitFrame working. Now to adjust when src > target height.
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2020-12-09 14:08:24 +00:00 |
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Richard Davey
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daadb7d5b6
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Fixed way in which custom vertices are defined in the config
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2020-12-09 12:18:16 +00:00 |
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Richard Davey
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54e306fe3e
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Added setProjectionMatrix and all of the new pipeline events
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2020-12-08 17:38:19 +00:00 |
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Richard Davey
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5f279bf4a4
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Added RenderTarget, begingCapture, endCapture, resetScissor and resetViewport
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2020-12-08 17:37:59 +00:00 |
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Richard Davey
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f93c3ea05f
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Added Pipeline events
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2020-12-08 16:15:46 +00:00 |
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Richard Davey
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c2bce98532
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Added copyFrameRect method
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2020-12-08 16:15:06 +00:00 |
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Richard Davey
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d6d5c09552
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The Shader Game Object now supports being able to use a Render Texture as a sampler2D texture on the shader. Fix #5423
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2020-12-07 12:19:42 +00:00 |
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Richard Davey
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15a6f50d2c
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Fixed functions not appearing in the namespace. Fix #5432
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2020-12-07 10:11:47 +00:00 |
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Richard Davey
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0951a1d2ea
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Fixed tint property. Fix #5433
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2020-12-07 09:42:21 +00:00 |
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Richard Davey
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402e6d23b1
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Testing making the pipeline responsible for setting the buffer to cut down on potential points of failure
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2020-12-04 18:06:16 +00:00 |
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Richard Davey
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c6489cf730
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Remove un-used shader
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2020-12-04 15:29:55 +00:00 |
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Richard Davey
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08b304372c
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Made the Render Events global, not WebGL specific and allowed Canvas Renderer to emit them too
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2020-12-04 15:07:26 +00:00 |
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Richard Davey
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509fbcae44
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Update PipelineManager.js
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2020-12-04 13:40:32 +00:00 |
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Richard Davey
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e2ccfffd3b
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Split up the classes to avoid plugin issues. Fix #5420
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2020-12-04 13:04:48 +00:00 |
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Richard Davey
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dab806e371
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Can use same matrix
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2020-12-04 12:00:23 +00:00 |
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Richard Davey
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82c1ea87da
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Reset the projection matrix to avoid cache by reference errors. Fix #5425
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2020-12-03 14:31:45 +00:00 |
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Richard Davey
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3344fc12bf
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Added resetUniform method
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2020-12-03 14:31:21 +00:00 |
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Richard Davey
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d2b8f0b7e4
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Factor in Camera Zoom to radius
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2020-12-03 12:52:12 +00:00 |
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Richard Davey
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4d7435f468
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Update LightPipeline.js
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2020-12-03 11:11:30 +00:00 |
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Richard Davey
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97d9cc6fb9
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Create 1 shader per light count. Avoids all pointless iteration within the shaders
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2020-12-03 10:16:00 +00:00 |
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Richard Davey
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8b6d03faaf
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Fixed JSDoc
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2020-12-03 10:15:25 +00:00 |
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