Richard Davey
48686881dc
Removed clearColor. CSS now handles this. Context always transparent.
2018-11-13 15:10:10 +00:00
Richard Davey
76918e76b0
ERASE tests
2018-11-13 10:32:24 +00:00
Richard Davey
06688eedd8
Merge branch 'master' of https://github.com/photonstorm/phaser
2018-11-10 04:22:51 +00:00
Richard Davey
7d1f990ad3
Added ERASE blend mode.
2018-11-10 04:22:13 +00:00
Richard Davey
8ea2bffb9c
Render Textures created larger than the size of the default canvas would be automatically clipped when drawn to in WebGL. They now reset the gl scissor and drawing height property in order to draw to their full size, regardless of the canvas size. Fix #4139
2018-11-07 16:01:21 +00:00
Richard Davey
789713b4b1
Updated the clear and rebind pipeline methods
2018-10-29 23:07:10 +00:00
Richard Davey
32a22140a6
Use the predefined variable
2018-10-29 23:06:51 +00:00
Richard Davey
bed1141d9a
Added clearPipeline and rebindPipeline and force argument.
2018-10-25 14:13:40 +01:00
Richard Davey
b73d0dd80c
Added jsdocs
2018-10-22 13:47:46 +01:00
Richard Davey
956a0913b8
Added new jsdocs
2018-10-22 12:12:31 +01:00
Richard Davey
4c4421c47f
Docjam merge
2018-10-19 12:32:43 +01:00
Richard Davey
557955e057
Merging Scale Manager and Spine Plugin back into master
2018-10-18 14:59:27 +01:00
Richard Davey
ae9c3b6f56
Tidying up for 3.15 release
2018-10-16 15:10:49 +01:00
Richard Davey
9dc53d1e5a
The WebGLRenderer method canvasToTexture
has a new optional argument noRepeat
which will stop it from using gl.REPEAT
entirely. This is now used by the Text object to avoid it potentially switching between a REPEAT and CLAMP texture, causing texture black-outs
2018-10-12 15:08:53 +01:00
Richard Davey
4beffe842a
Texture batching during the batch flush has been implemented in the TextureTintPipeline which resolves the issues of very low frame rates, especially on iOS devices, when using non-batched textures such as those used by Text or TileSprites.
2018-10-12 15:06:10 +01:00
Richard Davey
240914ee03
Fixed some types and removed resize calls
2018-10-11 17:02:14 +01:00
Richard Davey
4b1c762296
Updated @memberOf to @memberof
2018-10-10 10:49:13 +01:00
Richard Davey
a9063604dc
Replace @readOnly with @readonly
2018-10-09 13:40:00 +01:00
Richard Davey
143957d24a
You can now set the maxLights
value in the Game Config, which controls the total number of lights the Light2D shader can render in a single pass. The default is 10. Be careful about pushing this too far. More lights = less performance. Close #4081
2018-10-02 11:09:58 +01:00
Richard Davey
5bdf9aa21b
WebGLRenderer.deleteTexture
will check to see if the texture it is being asked to delete is the currently bound texture or not. If it is, it'll set the blank texture to be bound after deletion. This should stop RENDER WARNING: there is no texture bound to the unit 0
errors if you destroy a Game Object, such as Text or TileSprite, from an async or timed process
2018-10-01 16:32:42 +01:00
Richard Davey
b3f3f6a9b5
If a Game instance is destroyed without using the removeCanvas
argument, it would throw exceptions in the MouseManager
after the destroy process has run, as the event listeners were not unbound. They're not unbound, regardless of if the parent canvas is removed or not. Fix #4015
2018-10-01 12:55:54 +01:00
Richard Davey
e297b3272e
Added hundreds of new jsdoc descriptions
2018-10-01 11:35:01 +01:00
Richard Davey
ec6715ba8b
Fixed a bug where the gl scissor wasn't being reset during a renderer resize, causing it to appear as if the canvas didn't resize properly when autoResize
was set to true
in the game config. Fix #4066
2018-10-01 10:38:39 +01:00
Richard Davey
c237209bb8
Added new jsdocs
2018-09-28 12:19:21 +01:00
Richard Davey
3944e580cc
Fixed an error in the batchSprite
methods in the Canvas and WebGL Renderers that would incorrectly set the frame dimensions on Sprites with the crop component. This was particularly noticeable on Sprites with trimmed animation frames
2018-09-27 16:49:52 +01:00
Richard Davey
d8fcde46c3
When using CanvasTexture.refresh
or Graphics.generateTexture
it would throw WebGL warnings like 'bindTexture: Attempt to bind a deleted texture'. This was due to the Frames losing sync with the glTexture reference used by their TextureSource. Fix #4050
2018-09-27 14:16:22 +01:00
Richard Davey
945a2eb0fb
TextureTintPipeline.batchTexture
has a new optional argument skipFlip
which allows you to control the internal render texture flip Y check.
2018-09-26 16:32:41 +01:00
Richard Davey
c704dc450a
Fixed jsdoc definitions
2018-09-25 11:36:36 +01:00
Richard Davey
5ec26fa62d
Cameras now emit prerender
and postrender
events if they are set to render to textures.
2018-09-14 15:53:06 +01:00
Richard Davey
ef62313bbb
The WebGL Renderer now always enables the SCISSOR_TEST
, this allows Game Objects that use the scissor (such as custom objects, or Bitmap Text) to render properly again.
2018-09-14 12:33:09 +01:00
aaron
b9454eaf7b
Wrong filling rectangle for camera with no transparent background after last scissor changes
2018-09-14 10:53:50 +02:00
Richard Davey
7b0d823415
Resizing canvas backed textures like this is a really bad idea, so remove it.
2018-09-13 13:22:27 +01:00
Matthew Roelle
700509275d
Changed setFloatXv methods to accept a Float32Array rather than instantiate its own
2018-09-12 20:25:15 -07:00
Richard Davey
a418995c15
Fixed jsdoc versions and updated them for #4019
2018-09-12 15:34:48 +01:00
Matthew Roelle
7465717d92
Fixed doccomment for float array uniforms
2018-09-09 18:19:09 -07:00
Matthew Roelle
aeeefb3cf6
Added support for setting float array uniforms in the WebGLRenderer and WebGLPipeline
2018-09-09 18:05:29 -07:00
Richard Davey
8bc4d06831
Added IsoTriangle and project setting
2018-09-07 14:23:25 +01:00
Richard Davey
5e126b80fa
Parent matrix and now optional and it won't draw a line cap unless the first point has been set
2018-09-06 15:07:36 +01:00
Richard Davey
55003641d2
Clamp scissor
2018-08-31 18:19:31 +01:00
Richard Davey
0b95ed0478
Fixed scissors when using a small cam with render texture
2018-08-31 16:25:04 +01:00
Richard Davey
79b4f07530
Fixed mask flush and sped-up the render loop slightly (removed 1 duplicate conditional)
2018-08-31 14:40:12 +01:00
Richard Davey
5270b463d0
Removed visible check as it's no longer needed
2018-08-31 14:39:38 +01:00
Richard Davey
ecae9d0503
The setTintFill
method would ignore the alpha
value of the Game Object in the shader. The alpha value is now blended with the tint fill, allowing you to properly alpha out tint-filled Game Objects. Fix #3992
2018-08-31 13:27:24 +01:00
Richard Davey
cb0eeb3d63
Added default blank frame for custom pipelines #3978
2018-08-24 23:58:27 +01:00
Richard Davey
1d4b2ed01a
Removed un-needed methods and fixed TileSprite and Tilemap Lights. Fix #3949
2018-08-23 17:30:27 +01:00
James Simpson
1ac7c969ea
Don't set gl.clearColor when no clearBeforeRender
...
Unless I'm missing something, the `gl.clearColor` command is unnecessary when you have `this.config.clearBeforeRender` set to `false`. This simply moves that into the config check to eliminate an unused command in those situations.
2018-08-17 14:03:17 -05:00
Richard Davey
66afe973af
Trying mixins
2018-08-08 01:33:55 +01:00
Richard Davey
3a4bfa679b
Added experimental Camera to Render Texture
2018-08-07 16:27:21 +01:00
Richard Davey
65d81ec426
Formatting
2018-08-07 16:26:22 +01:00
Richard Davey
f9e498353d
Fixed lack of TempMatrix for Graphics generateTexture
2018-08-06 16:19:30 +01:00