Richard Davey
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43fc988034
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Moved crop UV handler to the Frame method. Cleaner and easier.
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2018-07-04 15:18:08 +01:00 |
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Richard Davey
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ee8c1b403a
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Fixed cropping with flipped images
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2018-07-04 14:50:26 +01:00 |
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Richard Davey
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d44c54e5ed
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batchSprite supports cropping (flipXY todo)
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2018-07-03 16:48:14 +01:00 |
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Richard Davey
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d328f14be0
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Fixed vertex calculation
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2018-07-03 12:38:45 +01:00 |
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Richard Davey
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187328ea1a
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UVs are passed directly now
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2018-07-03 00:14:23 +01:00 |
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Richard Davey
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265852fc75
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Removed test code
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2018-07-02 17:09:21 +01:00 |
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Richard Davey
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35686657ce
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Tidied up the batchVertices method and removed old stuff
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2018-07-02 17:06:49 +01:00 |
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Richard Davey
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c1020c6dbb
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Refactoring TTP to remove so much redundant stuff
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2018-07-02 16:44:24 +01:00 |
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Richard Davey
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fe61cfe2d1
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You can now set the WebGL batch size in the Game Config via the property batchSize . The default is 2000 before the batch will flush, which is a happy average between desktop and mobile. If targeting desktop specifically, you may wish to increase this value to reduce draw calls.
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2018-07-02 12:33:46 +01:00 |
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Richard Davey
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1941d8a494
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Removed drawStaticTilemapLayer method and updated layer vertex code
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2018-07-02 12:07:39 +01:00 |
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Richard Davey
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fdead2af16
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Added the tint effect attribute and merged with all the various batches
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2018-06-30 11:33:52 +01:00 |
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Richard Davey
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e22b1a7b9c
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Removed stubs from pipelines
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2018-06-29 12:33:44 +01:00 |
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Richard Davey
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39c3866179
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lint fix
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2018-06-28 13:07:59 +01:00 |
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Richard Davey
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217779604c
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Added tileScaleX and tileScaleY support for Tile Sprites
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2018-06-28 12:59:27 +01:00 |
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Richard Davey
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8c312090da
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Solidified use of pixelArt mode
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2018-06-27 15:27:16 +01:00 |
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Richard Davey
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7a23378015
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Unified use of roundPixels, antialias and pixelArt modes
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2018-06-27 15:15:00 +01:00 |
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Richard Davey
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7aa46657c2
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Tidying up jsdocs and changing float to number
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2018-06-26 23:19:14 +01:00 |
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Richard Davey
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bb7b99a4db
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Updated log and formatting
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2018-06-25 22:53:42 +01:00 |
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Richard Davey
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c6c9b25fdc
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Camera.alpha (and its related method Camera.setAlpha ) allows you to get an alpha level for the entire camera. This impacts everything it is rendering, even if those objects also have their own alpha values too. You can tween the property to make the camera contents fade in / out, or you can set it as needed in your game.
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2018-06-25 17:35:36 +01:00 |
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Richard Davey
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98b1cc2dbc
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Although the Blitter object had the Alpha component, setting it made no difference. Setting Blitter alpha now impacts the rendering of all children, in both Canvas and WebGL, and you can also specify an alpha per Bob as well.
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2018-06-25 16:06:22 +01:00 |
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Richard Davey
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f45ab89f8d
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The ForwardDiffuseLightPipeline, used by the Lights system, now sets a flag if the Scene doesn't contain any lights. All of the Game Objects now check this flag and don't even bother adding themselves to the batch if there are no lights in the Scene, as they'd never render anyway. This also avoids the ghost-image problem if you swap Scenes to a new Scene with the Light Manager enabled, but no actual lights defined. Fix #3707
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2018-05-31 16:57:30 +01:00 |
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Richard Davey
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9429a28574
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The Particle tint value was incorrectly calculated, causing the color channels to be inversed. Fix #3643
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2018-05-18 13:16:17 +01:00 |
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Richard Davey
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835bc37e32
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Optimized TextureTintPipeline.drawBlitter so it skips bobs that have alpha of zero and only calls setTexture2D if the bob sourceIndex has changed, previously it called it for every single bob.
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2018-05-09 15:13:06 +01:00 |
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Richard Davey
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6ec1a580eb
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typo fix
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2018-05-09 14:30:31 +01:00 |
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Richard Davey
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57918bb50f
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Removed the need for raw-loader in webpack. Shaders now build to standard JS files. Removed fs requirement.
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2018-05-08 23:04:57 +01:00 |
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Richard Davey
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97dd683ea1
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The Forward Diffuse Light Pipeline was hard coded to assume the normal map would be stored in the source index zero. It now correctly obtains the normal map from the frame source index, which means all Game Objects that used frames from multi-atlas textures will now work with lights properly.
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2018-05-04 14:31:19 +01:00 |
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Felipe Alfonso
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d2da10c1a9
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Added jsdoc comments to TextureTintPipeline
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2018-04-25 13:06:19 -03:00 |
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Felipe Alfonso
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f64b4b9b20
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added jsdoc comments to ForwardDiffuseLightPipeline
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2018-04-24 16:52:57 -03:00 |
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Felipe Alfonso
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7e90dab82f
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FlatTintPipeline jsdoc comments
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2018-04-24 16:30:00 -03:00 |
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Felipe Alfonso
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e385d018c5
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added comments to ModelViewProjection pipeline component
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2018-04-24 16:00:35 -03:00 |
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Felipe Alfonso
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426bc4ffd4
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BitmapMaskPipeline jsdoc descriptions
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2018-04-24 13:53:10 -03:00 |
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Richard Davey
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ef24982301
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Pending dos
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2018-04-24 15:34:55 +01:00 |
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Richard Davey
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741d1f5793
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Doc pending tags
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2018-04-24 15:32:08 +01:00 |
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Richard Davey
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176b085402
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jsdoc fix
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2018-04-19 13:28:10 +01:00 |
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Felipe Alfonso
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504ba9e133
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Fixed eslint errors on TextureTintPipeline.js
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2018-04-18 18:54:06 -03:00 |
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Felipe Alfonso
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aef538d61b
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Added parent transform matrix to Light2D pipieline to allow support for containers
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2018-04-18 18:40:27 -03:00 |
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Felipe Alfonso
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47bee69b3b
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Fixed transformation matrix order for batchGraphics
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2018-04-18 18:35:18 -03:00 |
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Felipe Alfonso
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18e178a72f
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Fixed matrix transformation order for batchTexture
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2018-04-18 18:30:54 -03:00 |
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Felipe Alfonso
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f3e0ae8d44
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Fixed order of transformation for dynamic bitmap text
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2018-04-18 18:28:08 -03:00 |
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Felipe Alfonso
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dbafd9a70c
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Fixed order of matrix transformation on:
-emitter
-blitter
-sprite
-mesh
-bitmap text
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2018-04-18 18:15:43 -03:00 |
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Richard Davey
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55965c748f
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jsdoc fixes
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2018-04-18 12:13:49 +01:00 |
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Felipe Alfonso
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eceb43584b
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Fixed issue on particle emitter rendering not writing directly to the vertex count property
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2018-04-17 13:20:08 -03:00 |
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Felipe Alfonso
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9961636722
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Fixed overflowing of vertex count on particle emitter batcher
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2018-04-16 12:38:02 -03:00 |
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Richard Davey
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57c5ca657b
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Small refactoring
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2018-04-05 11:01:24 +01:00 |
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Richard Davey
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4f6239dadb
|
jsdoc and eslint fixes
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2018-04-05 09:02:36 +01:00 |
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Felipe Alfonso
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bea7ca36ad
|
Merge branch 'master' into containers
# Conflicts:
# src/renderer/webgl/pipelines/TextureTintPipeline.js
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2018-04-04 12:07:41 -03:00 |
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Richard Davey
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af12eaac77
|
Merge branch 'master' into FR3472
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2018-04-04 11:28:58 +01:00 |
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Felipe Alfonso
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3158d688ad
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TileSprite batcher modulates tilePosition by the texture size to avoid scrolling uv coordinates to large values.
issue ref: https://github.com/photonstorm/phaser/issues/3402
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2018-04-03 14:21:24 -03:00 |
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Travis O'Neal
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2ec70cac48
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Added a letterSpacing property to BitmapText
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2018-04-02 09:42:24 -04:00 |
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Travis O'Neal
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d6265a59dd
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Initial Commit
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2018-03-30 13:46:44 -04:00 |
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