Richard Davey
|
6374da052f
|
Fixed lint errors with PR #5193
|
2020-07-13 12:55:49 +01:00 |
|
Richard Davey
|
259b702df8
|
Merge pull request #5193 from scott20145/master
Fix nested mask behaviour for Phaser.CANVAS mode
|
2020-07-13 12:54:14 +01:00 |
|
scott.liu
|
2f98f463d2
|
format
|
2020-06-17 11:01:50 +08:00 |
|
scott.liu
|
7f4bbf9192
|
format
|
2020-06-17 10:59:25 +08:00 |
|
scott.liu
|
104a3b9e35
|
format
|
2020-06-17 10:56:17 +08:00 |
|
scott.liu
|
f607f1f521
|
#3673 fix nested mask behaviour for Phaser.CANVAS mode
|
2020-06-17 10:53:38 +08:00 |
|
Volodymyr Linyvyi
|
8d217d53fa
|
Set TextureTintPipeline on each 'postRenderCamera' call
|
2020-04-19 18:44:03 +03:00 |
|
Richard Davey
|
03ee36f9ba
|
Finished JSDocs
|
2020-02-04 17:30:27 +00:00 |
|
Richard Davey
|
0eaf0c47b5
|
Respect Camera.renderToGame property
|
2020-01-27 23:35:52 +00:00 |
|
Richard Davey
|
18120cb0d5
|
New Strip pipeline
|
2020-01-17 17:58:41 +00:00 |
|
Richard Davey
|
0af1303ba2
|
Added TextureTintStrip pipeline
|
2020-01-17 17:38:24 +00:00 |
|
Richard Davey
|
ff65e69cd1
|
Changed copyright date to 2020
|
2020-01-15 12:07:09 +00:00 |
|
Richard Davey
|
7d53dc3447
|
Added support for mipmap texture generation and filter levels
|
2019-11-19 13:00:54 +00:00 |
|
Josh Soref
|
94e96b3fd2
|
spelling: renderered
|
2019-10-29 02:33:23 -04:00 |
|
Kolja Kutschera
|
c893ca6186
|
fix light2d using tileset from dynamictilemaplayer (#4167,#4079)
|
2019-10-26 00:56:43 +02:00 |
|
Richard Davey
|
585a8a93ee
|
Merge pull request #4787 from firefalcom/fix/normalMapRotation
Fix incorrect lighting when batching several sprites
|
2019-10-11 13:21:39 +01:00 |
|
Richard Davey
|
61f5fadddf
|
Split up canvas and video texture creation and updating.
|
2019-10-10 12:26:39 +01:00 |
|
Gauthier Billot
|
7ffeb4785e
|
Added currentNormalMapRotation and updated setNormalMapRotation
|
2019-10-06 20:31:29 +02:00 |
|
Richard Davey
|
5de4641e49
|
Added jsdocs
|
2019-10-04 11:13:05 +01:00 |
|
Richard Davey
|
49012d6237
|
Added createTexture2D.forceSize parameter, videoToTexture method and strengthened empty texture creation
|
2019-10-03 17:49:58 +01:00 |
|
Richard Davey
|
b3ea5bddd2
|
SetTransform will now set the imageSmoothingEnabled context value based on the renderer and texture source scale mode.
|
2019-10-01 16:10:05 +01:00 |
|
Richard Davey
|
8d5c097720
|
Removed un-used import
|
2019-10-01 16:05:18 +01:00 |
|
Richard Davey
|
1cc5b1a66e
|
CanvasRenderer.antialias is a new property, populated by the game config property of the same name (or via the pixelArt property) that will tell the canvas renderer what to set image interpolation to during rendering of Sprites.
|
2019-10-01 14:54:40 +01:00 |
|
Nicolas Ferrero
|
a76e3c7cb6
|
update vertexComponentCount in WebGLPipeline
|
2019-09-10 18:55:30 +03:00 |
|
Richard Davey
|
e3039ffb64
|
Added antialiasGL option
|
2019-08-29 11:46:58 +01:00 |
|
Richard Davey
|
f4002471d7
|
Updated context lost / restored handlers
|
2019-07-17 16:38:00 +01:00 |
|
Richard Davey
|
630382e88d
|
Added Game Object type look ahead and state for custom batching.
|
2019-07-16 17:41:08 +01:00 |
|
Richard Davey
|
2df5335991
|
Added snapshotCanvas method
|
2019-07-15 17:02:46 +01:00 |
|
Richard Davey
|
58865f2c34
|
The WebGL Lost and Restored Context callbacks were never removed, which could cause them to hold onto stale references. Fix #3610
|
2019-07-15 15:28:46 +01:00 |
|
Richard Davey
|
dfba4ae817
|
Extract pixel from correct location for a framebuffer
|
2019-07-14 16:00:35 +01:00 |
|
Richard Davey
|
15d7b9c6ef
|
Fixed jsdoc typos and added single pixel support
|
2019-07-14 13:56:44 +01:00 |
|
Richard Davey
|
99483f476c
|
Added new properties
|
2019-07-13 15:23:07 +01:00 |
|
Richard Davey
|
285babaf8c
|
Added the new snapshotFramebuffer method
|
2019-07-13 15:20:57 +01:00 |
|
Richard Davey
|
d4b1a04beb
|
WebGLSnapshot can now grab from a framebuffer
|
2019-07-13 15:20:42 +01:00 |
|
Richard Davey
|
5106b2c935
|
Animations with custom pivots, like those created in Texture Packer with the pivot option enabled, would be mis-aligned if flipped. They now render in the correct position, regardless of scale or flip on either axis. Fix #4155
|
2019-07-03 14:01:48 +01:00 |
|
Richard Davey
|
47b1d755a7
|
Fixed a bug in the WebGL and Canvas Renderers where a Sprite with a flipX or flipY value set would render the offset frames slightly out of place, causing the animation to appear jittery. Also, the sprite would be out of place by its origin. Fix #4636 #3813
|
2019-07-03 11:11:25 +01:00 |
|
Richard Davey
|
79b2048ae0
|
Fixed addBlendMode type. Fix #4625
|
2019-06-28 14:53:12 +01:00 |
|
Richard Davey
|
c0d58ee69e
|
Better flip handling
|
2019-06-26 00:35:22 +01:00 |
|
Richard Davey
|
3bf3057da0
|
WebGLRenderer.setScissor will default the drawingBufferHeight if no argument is provided, stopping NaN scissor heights.
|
2019-06-25 23:03:57 +01:00 |
|
Richard Davey
|
f323097714
|
Sprites need to flip the UV if the source is a GLTexture
|
2019-06-23 22:12:14 +01:00 |
|
Richard Davey
|
254eef9787
|
Use the event constant instead of a string
|
2019-06-06 15:56:45 +01:00 |
|
Richard Davey
|
12bcda98a6
|
Added support for a desynchronized context and alpha support in 2D
|
2019-06-04 19:13:49 +01:00 |
|
Richard Davey
|
c91ed91ce3
|
License link update
|
2019-05-10 16:15:04 +01:00 |
|
Richard Davey
|
725e1d7ef7
|
JSDoc changes to help TypeScript not get its knickers in a twist
|
2019-05-09 17:13:25 +01:00 |
|
Richard Davey
|
a6341a97a8
|
Fixed Types references
|
2019-05-09 15:32:53 +01:00 |
|
Richard Davey
|
11d6f2e802
|
Renderer Types
|
2019-05-09 12:36:36 +01:00 |
|
Richard Davey
|
3d40a95a00
|
Added glFuncMap
|
2019-05-01 12:29:45 +01:00 |
|
Richard Davey
|
2f48d68735
|
A shader can now be used as a bitmap mask
|
2019-05-01 11:12:31 +01:00 |
|
Richard Davey
|
08f4a0ccf4
|
Tidying up
|
2019-05-01 02:10:38 +01:00 |
|
Richard Davey
|
84e898fd90
|
Fixed nested bitmap mask issue
|
2019-04-29 14:45:54 +01:00 |
|
Richard Davey
|
80a0bf3f1a
|
Re-apply stencil after a bitmap mask
|
2019-04-29 14:29:13 +01:00 |
|
Richard Davey
|
3efcd1ca49
|
New cam mask object
|
2019-04-29 14:28:58 +01:00 |
|
Richard Davey
|
70b5b01db2
|
Restore previous framebuffer
|
2019-04-26 19:13:32 +01:00 |
|
Richard Davey
|
cf878ca553
|
Better stencil mask checking
|
2019-04-26 19:13:24 +01:00 |
|
Richard Davey
|
183ce1b96c
|
BMP fix
|
2019-04-26 02:30:24 +01:00 |
|
Richard Davey
|
6e70f0e19c
|
Shaders now work with camera masks and can have their own geometry masks
|
2019-04-26 01:53:34 +01:00 |
|
Richard Davey
|
9356744399
|
argument caps
|
2019-04-25 12:14:04 +01:00 |
|
Richard Davey
|
2ff76eb4b5
|
Removed un-needed Quad Pipeline and shaders
|
2019-04-25 12:13:09 +01:00 |
|
Richard Davey
|
72af4a21d1
|
Default shader
|
2019-04-25 03:16:46 +01:00 |
|
Richard Davey
|
9b4309b38c
|
Added QuadShader Pipeline to the renderer
|
2019-04-25 03:16:39 +01:00 |
|
Richard Davey
|
2727408e7c
|
Don't disable the vertex attribute if the location is invalid
|
2019-04-25 03:16:25 +01:00 |
|
Richard Davey
|
e0c22c5534
|
Added QuadShader Pipeline
|
2019-04-25 03:16:03 +01:00 |
|
Richard Davey
|
f64d0a935b
|
Geometry Masks are now batched. Previously, using the same mask on multiple Game Objects would create brand new stencil operations for every single Game Object, causing performance to tank. Now, the mask is only set if it's different from the previously masked object in the display list, allowing you to mask thousands of Game Objects and retain batching through-out.
|
2019-04-24 16:45:31 +01:00 |
|
Richard Davey
|
12b6041d20
|
inverseAlpha support added back in and tidied up renderer
|
2019-04-24 14:51:39 +01:00 |
|
Richard Davey
|
1fc9b15ff1
|
Fixed Geometry Mask nesting issue.
|
2019-04-15 16:46:19 +01:00 |
|
Richard Davey
|
974ceb5654
|
Restore bitmap mask framebuffer
|
2019-04-12 18:36:47 +01:00 |
|
Richard Davey
|
f69cec7975
|
Improving support for child masking
|
2019-04-12 17:47:28 +01:00 |
|
Richard Davey
|
186970bd69
|
Render the Camera masks
|
2019-04-11 17:10:03 +01:00 |
|
Richard Davey
|
c188dfde12
|
Testing mask component on Camera
|
2019-04-10 18:10:03 +01:00 |
|
Richard Davey
|
42cb39749f
|
Matter and Snapshot typedefs
|
2019-02-13 15:22:29 +00:00 |
|
Richard Davey
|
b50e1c78b5
|
Lots more jsdoc tweaks and improvements
|
2019-02-12 15:01:54 +00:00 |
|
Richard Davey
|
dc73993fe2
|
Added jsdoc version numbers
|
2019-02-12 12:22:25 +00:00 |
|
Richard Davey
|
c85497b6c5
|
Fixing jsdocs
|
2019-02-12 11:59:31 +00:00 |
|
Richard Davey
|
cfe6452924
|
Don't set if game is being destroyed
|
2019-02-04 23:29:22 +00:00 |
|
Richard Davey
|
60542a25cc
|
Numerous jsdoc and TS related fixes
|
2019-02-04 17:16:08 +00:00 |
|
Richard Davey
|
4f6f6ee72f
|
Lots of jsdoc and type fixes
|
2019-01-31 12:19:01 +00:00 |
|
Richard Davey
|
3b52b8387e
|
Fixed jsdoc type
|
2019-01-31 11:11:05 +00:00 |
|
Richard Davey
|
f5106de6c5
|
Callback is now invoked in Image.onload to avoid race conditions.
|
2019-01-25 17:29:31 +00:00 |
|
Richard Davey
|
7c03028534
|
Updated jsdocs
|
2019-01-25 17:29:10 +00:00 |
|
Richard Davey
|
3206a585d1
|
Now takes a snapshot configuration object and changes path based on the type of grab being taken.
|
2019-01-25 17:29:03 +00:00 |
|
Richard Davey
|
f59f51ffd0
|
Added snapshotState, removed the old properties and added the new snapshotArea and snapshotPixel methods.
|
2019-01-25 17:28:39 +00:00 |
|
Richard Davey
|
8f016ef983
|
Updating snapshot feature
|
2019-01-25 10:01:53 +00:00 |
|
Richard Davey
|
9142260307
|
Texture filter mode is now based on game anti-alias setting.
|
2019-01-24 14:23:24 +00:00 |
|
Richard Davey
|
f8f81a06f0
|
Merge pull request #4286 from gomachan7/fixup/apply_transparent_bg_on_webgl_renderer
Fix WebGLRenderer to apply transparent bg in config
|
2019-01-23 22:22:08 +00:00 |
|
Richard Davey
|
1eccff1e3b
|
Fixed jsdoc links and markdown bullet lists
|
2019-01-18 15:20:56 +00:00 |
|
Richard Davey
|
bc962c25dc
|
All listeners use the new Events
|
2019-01-18 13:41:43 +00:00 |
|
Richard Davey
|
e6b74304b5
|
Added Camera pre and post render events.
|
2019-01-17 12:02:14 +00:00 |
|
Richard Davey
|
aa341854c7
|
Happy New Year
|
2019-01-15 16:20:22 +00:00 |
|
Richard Davey
|
d7e7feed19
|
Dimensions are now set in the onResize handlers.
|
2019-01-11 16:44:08 +00:00 |
|
Richard Davey
|
44f69ea7fa
|
Removed autoResize, tidied up the resize method and init.
|
2019-01-10 13:43:09 +00:00 |
|
Richard Davey
|
82267ce14c
|
Removed duplicate JSDoc typedef.
|
2019-01-10 13:42:53 +00:00 |
|
Richard Davey
|
175af00c60
|
Stores the new resolution, should it change (unlikely, but ...)
|
2019-01-10 13:42:11 +00:00 |
|
Richard Davey
|
e79404256f
|
Removed autoResize. Dimensions now taken from Scale Manager.
|
2019-01-10 13:41:49 +00:00 |
|
Richard Davey
|
04ea2798e9
|
Use gameSize
|
2019-01-10 00:15:20 +00:00 |
|
gomachan_7
|
be562abd83
|
Fix WebGLRenderer to apply transparent bg in config
|
2019-01-10 02:17:53 +09:00 |
|
Richard Davey
|
b3aeee0bd1
|
Use the new size properties
|
2019-01-09 17:13:22 +00:00 |
|
Richard Davey
|
41286b5170
|
Make sure we bind the framebuffer and pipeline in the boot step
|
2018-12-18 14:58:42 +00:00 |
|
Richard Davey
|
8eebe518ad
|
Added optional drawingBufferHeight argument to scissor methods.
|
2018-12-18 13:36:05 +00:00 |
|
Richard Davey
|
4b1ea8db9b
|
WebGLRenderer.preRender now calls gl.clearColor in order to restore the background clear color in case something, like a Render Texture, has changed it.
|
2018-12-18 13:04:26 +00:00 |
|
Richard Davey
|
8f873c87af
|
Clears the framebuffer at the start of every render.
|
2018-12-18 11:32:36 +00:00 |
|
Richard Davey
|
7e732452eb
|
Fixed an issue in WebGLRenderer.setScissor where it was possible to try and compare the scissor size to a non-current scissor, if called outside of the render loop (i.e. from RenderTexture.fill )
|
2018-12-18 10:22:59 +00:00 |
|
Richard Davey
|
83f3f9cdeb
|
Changed scissor order.
|
2018-12-13 14:24:49 +00:00 |
|
Richard Davey
|
cc164b5399
|
Fixed camera background in WebGL.
|
2018-12-13 10:25:53 +00:00 |
|
Richard Davey
|
bbe95d96d9
|
Added jsdocs for #4137
|
2018-12-12 11:58:58 +00:00 |
|
Richard Davey
|
d823c66597
|
Merge pull request #4137 from sercant/master
Fix rotating normal map bug (issue #3870)
|
2018-12-12 11:52:27 +00:00 |
|
Richard Davey
|
05ffb5312f
|
Updated docs
|
2018-12-12 11:09:00 +00:00 |
|
Richard Davey
|
4b27b37a0c
|
Added texture and unit arguments to batchQuad and batchTri , fixing the y2k bug.
|
2018-12-12 11:08:52 +00:00 |
|
Richard Davey
|
bacff65177
|
Refactoring texture batch creation
|
2018-12-11 15:00:12 +00:00 |
|
Richard Davey
|
5683713253
|
Added flush argument
|
2018-12-11 14:59:50 +00:00 |
|
Richard Davey
|
8e495da71d
|
Fixed currentScissor assignment order of operation
|
2018-12-08 11:37:26 +00:00 |
|
Richard Davey
|
2780babe10
|
Final Doc Jam merge
|
2018-12-03 15:16:23 +00:00 |
|
Richard Davey
|
6f8759c186
|
Whenever Camera.roundPixels was enabled it would use a bitwise operation to truncate the float (x |= 0 ) - this has been replaced across all files that used it, with a call to Math.round instead. This gives far better results when zooming cameras both in and out of a Scene, stopping thin gaps appearing between closely packed Game Objects.
|
2018-11-30 10:27:25 +00:00 |
|
Richard Davey
|
fafc597b4c
|
Added fillRect back in for non-transparent canvas
|
2018-11-28 15:49:24 +00:00 |
|
Richard Davey
|
b0df6892b5
|
The Canvas SetTransform method would save the context state, but it wasn't restored at the end in the following Game Objects: Dynamic Bitmap Text, Graphics, Arc, Curve, Ellipse, Grid, IsoBox, IsoTriangle, Line, Polygon, Rectangle, Star and Triangle. These now all restore the context, meaning if you're using non-canvas sized cameras in Canvas mode, it will now render beyond just the first custom camera.
|
2018-11-27 13:54:59 +00:00 |
|
Richard Davey
|
8cd45a72b2
|
ESLint fixes
|
2018-11-20 11:02:19 +00:00 |
|
Richard Davey
|
eb5da1f26d
|
Docs update
|
2018-11-16 10:56:43 +00:00 |
|
Richard Davey
|
41343e3102
|
Removed copy paste error
|
2018-11-16 10:46:22 +00:00 |
|
Richard Davey
|
5147fb281a
|
Added new Blend Modes.
|
2018-11-13 15:10:25 +00:00 |
|
Richard Davey
|
48686881dc
|
Removed clearColor. CSS now handles this. Context always transparent.
|
2018-11-13 15:10:10 +00:00 |
|
Richard Davey
|
1b51ef1130
|
Remove fillRect. CSS now handles the background color.
|
2018-11-13 15:09:42 +00:00 |
|
Richard Davey
|
76918e76b0
|
ERASE tests
|
2018-11-13 10:32:24 +00:00 |
|
Richard Davey
|
a1273e42b8
|
Added ERASE blend mode
|
2018-11-13 10:31:56 +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 |
|
Sercan Turkmen
|
03ffe7842f
|
Fix rotating normal map bug (issue #3870)
|
2018-10-31 02:17:11 +02:00 |
|
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
|
217e273896
|
Added context save to stop fillRect bug (issue #4056)
|
2018-10-24 12:39:48 +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
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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
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2018-10-01 16:32:42 +01:00 |
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Richard Davey
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b3f3f6a9b5
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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
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2018-10-01 12:55:54 +01:00 |
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Richard Davey
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e297b3272e
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Added hundreds of new jsdoc descriptions
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2018-10-01 11:35:01 +01:00 |
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Richard Davey
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ec6715ba8b
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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
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2018-10-01 10:38:39 +01:00 |
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Richard Davey
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c237209bb8
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Added new jsdocs
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2018-09-28 12:19:21 +01:00 |
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Richard Davey
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3944e580cc
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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
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2018-09-27 16:49:52 +01:00 |
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Richard Davey
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d8fcde46c3
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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
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2018-09-27 14:16:22 +01:00 |
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Richard Davey
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945a2eb0fb
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TextureTintPipeline.batchTexture has a new optional argument skipFlip which allows you to control the internal render texture flip Y check.
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2018-09-26 16:32:41 +01:00 |
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Richard Davey
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c704dc450a
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Fixed jsdoc definitions
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2018-09-25 11:36:36 +01:00 |
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