Richard Davey
64972f8456
Added default pipeline and mobile swap
2022-10-04 18:04:18 +01:00
Richard Davey
fea000cf94
Added defaultPipeline and autoMobilePipeline configs
2022-10-04 18:04:01 +01:00
Richard Davey
eab535bdbd
Update CHANGELOG-v3.60.md
2022-10-04 17:08:53 +01:00
Richard Davey
20485e1aa2
Added MobilePipeline
2022-10-04 17:08:48 +01:00
Richard Davey
083100163b
Updates stableSort and added autoMobilePipeline
2022-10-04 17:08:34 +01:00
Richard Davey
0fe75e9969
Use new features.stableSort
2022-10-04 17:08:18 +01:00
Richard Davey
9688698954
Added stableSort and fixed final canvas read warning in Chrome
2022-10-04 17:08:09 +01:00
Richard Davey
0d6247e015
Update CHANGELOG-v3.60.md
2022-10-04 16:03:33 +01:00
Richard Davey
4a11ff9d80
Update CHANGELOG-v3.60.md
2022-10-04 15:42:29 +01:00
Richard Davey
20a40a8844
Updated docs
2022-10-04 15:42:25 +01:00
Richard Davey
56a1af3c05
Updated RenderTexture to just be an Image backed by a DynamicTexture
2022-10-04 14:49:47 +01:00
Richard Davey
554ef91353
Correct docs
2022-10-04 14:49:26 +01:00
Richard Davey
e774987897
Removed unused code
2022-10-04 14:49:19 +01:00
Richard Davey
6f68e075ba
Update DynamicTexture.js
2022-10-04 14:49:10 +01:00
Richard Davey
1316c09d1c
Merge branch 'master' of https://github.com/photonstorm/phaser
2022-10-04 13:17:44 +01:00
Richard Davey
1831cb4cff
Update CHANGELOG-v3.60.md
2022-10-04 13:17:39 +01:00
Richard Davey
d9a30e6c52
Remove unused shaders
2022-10-04 13:17:33 +01:00
Richard Davey
300d770df1
Merge pull request #6234 from arbassic/master
...
fix: use webgl 1 pattern to always choose best precision available
2022-10-04 12:04:24 +01:00
arbassic
58cf547d47
fix: use webgl 1 pattern to always use best precision available
2022-10-04 01:11:10 +02:00
Richard Davey
4db20ffa9e
Allow a DynamicTexture to be used as a BitmapMask
2022-10-03 23:15:53 +01:00
Richard Davey
c2869d2eb6
Scale 1
2022-10-03 23:15:40 +01:00
Richard Davey
c71846038a
Update CHANGELOG-v3.60.md
2022-10-03 22:13:28 +01:00
Richard Davey
8bfc0b2eee
The BitmapMask now registers itself with the Game Object Factory. This means you can do this.add.bitmapMask()
from within a Scene, for easier creation.
2022-10-03 22:13:25 +01:00
Richard Davey
739b8c5b94
Update CHANGELOG-v3.60.md
2022-10-03 22:07:10 +01:00
Richard Davey
1a23b31947
Remove swap and rename method
2022-10-03 22:07:07 +01:00
Richard Davey
b52a730f9b
Rename function
2022-10-03 22:06:58 +01:00
Richard Davey
17f2d7e072
Update Mask.js
2022-10-03 22:06:16 +01:00
Richard Davey
0385f34e00
Create Image object directly
2022-10-03 22:06:12 +01:00
Richard Davey
416aa053da
Swap to using RenderTarget, much cleaner
2022-10-03 21:09:15 +01:00
Richard Davey
a563b49877
Put missing return back in
2022-10-03 20:23:24 +01:00
Richard Davey
2fbd24b4bf
Update CHANGELOG-v3.60.md
2022-10-03 18:50:52 +01:00
Richard Davey
eba9254e1a
The BitmapMaskPipeline
now hands over most control of the framebuffers to the WebGLRenderer.
2022-10-03 18:50:48 +01:00
Richard Davey
95cd4f294d
Camera is for textures only
2022-10-03 18:50:09 +01:00
Richard Davey
b327f39c5e
Bitmap Mask updates
...
* The `WebGLRenderer` has 4 new properties: `maskTargetFramebuffer`, `maskSourceFramebuffer`, `maskTargetTexture` and `maskSourceTexture`. These are the new global locations of the mask framebuffers.
* `WebGLRenderer.createBitmapMask` is a new method that internally creates the Bitmap Mask framebuffers.
* `WebGLRenderer.clearBitmapMask` is a new method that internally clears the existing Bitmap Mask framebuffers, called as part of a resize event.
* `WebGLRenderer.enableBitmapMask` is a new method that starts the process of using the mask target framebuffer for drawing. This is called by the `BitmapMaskPipeline`.
* `WebGLRenderer.drawBitmapMask` is a new method that completes the process of rendering using the mask target framebuffer. This is called by the `BitmapMaskPipeline`.
2022-10-03 18:49:55 +01:00
Richard Davey
fb88b6639d
Removed fbos and textures, all now managed by the WebGL Renderer.
2022-10-03 18:46:53 +01:00
Richard Davey
d9a2c052d8
No longer requires the Scene argument
2022-10-03 18:30:11 +01:00
Richard Davey
0ac67e04a7
Update CHANGELOG-v3.60.md
2022-10-03 15:49:49 +01:00
Richard Davey
62769d78ce
Camera.isSceneCamera
is a new boolean that controls if the Camera belongs to a Scene (the default), or a Texture. You can set this via the Camera.setScene
method. Once set the Camera.updateSystem
method is skipped, preventing the WebGL Renderer from setting a scissor every frame.
2022-10-03 15:49:40 +01:00
Richard Davey
308267267a
Update README.md
2022-10-03 15:07:01 +01:00
Richard Davey
bf8ec50fe1
Remove use of 'len' for iOS test
2022-10-03 14:42:33 +01:00
Richard Davey
dcb1c8a9dd
Allowing custom resolution for mask shader
2022-09-29 23:35:06 +01:00
Richard Davey
7a69937170
Update CHANGELOG-v3.60.md
2022-09-29 22:11:21 +01:00
Richard Davey
3abea4286f
When rendering a Sprite with a Camera set to roundPixels
it will now run Math.floor
on the Matrix position, preventing you from noticing 'jitters' as much when Camera following sprites in heavily zoomed Camera systems.
2022-09-29 22:11:02 +01:00
Richard Davey
f136a796fa
* Camera.preRender
will now apply Math.floor
instead of Math.round
to the values, keeping it consistent with the Renderer when following a sprite.
2022-09-29 22:10:29 +01:00
Richard Davey
e2c9838896
Update StampConfig.js
2022-09-29 18:51:31 +01:00
Richard Davey
9ba74e9f8c
Added scale, blendMode and erase support
2022-09-29 18:51:27 +01:00
Richard Davey
18ec3db0ef
Update BlendMode.js
2022-09-29 18:51:16 +01:00
Richard Davey
f7196a07c2
Added stamp method docs and swap to using config object
2022-09-29 17:42:52 +01:00
Richard Davey
4b14d3d6c6
Create StampConfig.js
2022-09-29 17:42:40 +01:00
Richard Davey
cf5ef43932
Update CHANGELOG-v3.60.md
2022-09-29 17:20:09 +01:00