Commit graph

108 commits

Author SHA1 Message Date
Richard Davey
82b15c8695 Removed drawEmitterManager and moved to emitter render function 2018-07-11 14:40:36 +01:00
Richard Davey
853281fe56 Double flusher 2018-07-11 13:22:07 +01:00
Richard Davey
373d01c602 Fixed emitter batch. Now to optimize it. 2018-07-11 13:20:02 +01:00
Richard Davey
e2efa469ae Removed drawTexture and added drawTextureFrame - fixed Render Texture flip Y issue 2018-07-11 12:34:53 +01:00
Richard Davey
5b3a5e115b Started consolidating drawTexture method 2018-07-10 17:18:00 +01:00
Richard Davey
340c53875c Added new temp matrix, fixed typo, removed old function 2018-07-10 16:32:44 +01:00
Richard Davey
434c8d1413 Fixed issue with sprite matrix and camera scaling 2018-07-10 13:59:49 +01:00
Richard Davey
85a32d54be Typo 2018-07-09 17:06:27 +01:00
Richard Davey
dd0490dd57 Removed batchBitmapText, tidied up and moved to its own renderer 2018-07-07 12:22:45 +01:00
Richard Davey
8b13631107 Removed batchMesh and moved to the Mesh WebGL Renderer. Another one bites the dust. 2018-07-06 19:35:46 +01:00
Richard Davey
325fb4681e Tidying up 2018-07-05 23:55:00 +01:00
Richard Davey
5063fe30e5 Fixed cropping when texture frame is flipped 2018-07-05 23:01:26 +01:00
Richard Davey
341ecf42cd Testing flip + atlas frame + trim cropping 2018-07-04 17:01:45 +01:00
Richard Davey
43fc988034 Moved crop UV handler to the Frame method. Cleaner and easier. 2018-07-04 15:18:08 +01:00
Richard Davey
ee8c1b403a Fixed cropping with flipped images 2018-07-04 14:50:26 +01:00
Richard Davey
d44c54e5ed batchSprite supports cropping (flipXY todo) 2018-07-03 16:48:14 +01:00
Richard Davey
d328f14be0 Fixed vertex calculation 2018-07-03 12:38:45 +01:00
Richard Davey
187328ea1a UVs are passed directly now 2018-07-03 00:14:23 +01:00
Richard Davey
265852fc75 Removed test code 2018-07-02 17:09:21 +01:00
Richard Davey
35686657ce Tidied up the batchVertices method and removed old stuff 2018-07-02 17:06:49 +01:00
Richard Davey
c1020c6dbb Refactoring TTP to remove so much redundant stuff 2018-07-02 16:44:24 +01:00
Richard Davey
fe61cfe2d1 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. 2018-07-02 12:33:46 +01:00
Richard Davey
1941d8a494 Removed drawStaticTilemapLayer method and updated layer vertex code 2018-07-02 12:07:39 +01:00
Richard Davey
fdead2af16 Added the tint effect attribute and merged with all the various batches 2018-06-30 11:33:52 +01:00
Richard Davey
e22b1a7b9c Removed stubs from pipelines 2018-06-29 12:33:44 +01:00
Richard Davey
39c3866179 lint fix 2018-06-28 13:07:59 +01:00
Richard Davey
217779604c Added tileScaleX and tileScaleY support for Tile Sprites 2018-06-28 12:59:27 +01:00
Richard Davey
8c312090da Solidified use of pixelArt mode 2018-06-27 15:27:16 +01:00
Richard Davey
7a23378015 Unified use of roundPixels, antialias and pixelArt modes 2018-06-27 15:15:00 +01:00
Richard Davey
7aa46657c2 Tidying up jsdocs and changing float to number 2018-06-26 23:19:14 +01:00
Richard Davey
bb7b99a4db Updated log and formatting 2018-06-25 22:53:42 +01:00
Richard Davey
c6c9b25fdc 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. 2018-06-25 17:35:36 +01:00
Richard Davey
98b1cc2dbc 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. 2018-06-25 16:06:22 +01:00
Richard Davey
9429a28574 The Particle tint value was incorrectly calculated, causing the color channels to be inversed. Fix #3643 2018-05-18 13:16:17 +01:00
Richard Davey
835bc37e32 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. 2018-05-09 15:13:06 +01:00
Richard Davey
6ec1a580eb typo fix 2018-05-09 14:30:31 +01:00
Richard Davey
57918bb50f Removed the need for raw-loader in webpack. Shaders now build to standard JS files. Removed fs requirement. 2018-05-08 23:04:57 +01:00
Felipe Alfonso
d2da10c1a9 Added jsdoc comments to TextureTintPipeline 2018-04-25 13:06:19 -03:00
Richard Davey
741d1f5793 Doc pending tags 2018-04-24 15:32:08 +01:00
Richard Davey
176b085402 jsdoc fix 2018-04-19 13:28:10 +01:00
Felipe Alfonso
504ba9e133 Fixed eslint errors on TextureTintPipeline.js 2018-04-18 18:54:06 -03:00
Felipe Alfonso
18e178a72f Fixed matrix transformation order for batchTexture 2018-04-18 18:30:54 -03:00
Felipe Alfonso
f3e0ae8d44 Fixed order of transformation for dynamic bitmap text 2018-04-18 18:28:08 -03:00
Felipe Alfonso
dbafd9a70c Fixed order of matrix transformation on:
-emitter
-blitter
-sprite
-mesh
-bitmap text
2018-04-18 18:15:43 -03:00
Richard Davey
55965c748f jsdoc fixes 2018-04-18 12:13:49 +01:00
Felipe Alfonso
eceb43584b Fixed issue on particle emitter rendering not writing directly to the vertex count property 2018-04-17 13:20:08 -03:00
Felipe Alfonso
9961636722 Fixed overflowing of vertex count on particle emitter batcher 2018-04-16 12:38:02 -03:00
Richard Davey
57c5ca657b Small refactoring 2018-04-05 11:01:24 +01:00
Richard Davey
4f6239dadb jsdoc and eslint fixes 2018-04-05 09:02:36 +01:00
Felipe Alfonso
bea7ca36ad Merge branch 'master' into containers
# Conflicts:
#	src/renderer/webgl/pipelines/TextureTintPipeline.js
2018-04-04 12:07:41 -03:00