Felipe Alfonso
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15c45bda0e
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BlitterBatch2 base rendering. Still missing Texture binding
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2018-01-09 19:51:22 -03:00 |
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Richard Davey
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d8f1ba03e9
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Moved repository location
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2018-01-09 21:43:56 +00:00 |
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Richard Davey
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0d90f75b5f
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Splitting the dev branch up into versions.
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2016-11-22 01:36:56 +00:00 |
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Richard Davey
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7a155f66fe
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Added Tilemap back in and tested with Blitter object, and it works really fast.
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2016-11-15 03:11:21 +00:00 |
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photonstorm
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aac31f6858
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FBOs are bound to parents.
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2016-11-10 17:05:04 +00:00 |
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photonstorm
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49c57089b3
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Quick test.
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2016-11-10 17:04:37 +00:00 |
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Richard Davey
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48f90fec34
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Implemented a State based MainLoop system, with fully split logic / render cycles and frame rate. Each State can now set its own frame rate. Added in more Camera commands, moved the Tween Manager into the State Systems, and started work on the new heavily reduced Game object.
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2016-11-08 01:50:57 +00:00 |
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Richard Davey
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efebd79e30
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Added State.pause.
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2016-11-06 16:50:45 +00:00 |
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Richard Davey
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f2cb384da0
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State indexing added.
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2016-11-06 13:59:48 +00:00 |
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Richard Davey
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d568d2bede
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Moved _sys to a StateSystems class to keep things much cleaner, and avoid setter inheritance mess.
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2016-11-06 12:18:08 +00:00 |
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Richard Davey
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c60eae4ee1
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Fixed vert dimensions, texture still needs to be based on renderer size.
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2016-11-04 04:11:47 +00:00 |
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Richard Davey
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893d35ea89
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Multiple States now rendering together, with their own systems and managers :)
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2016-11-04 03:09:48 +00:00 |
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Richard Davey
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2326b331f1
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States now have their own FBO (under WebGL) which the renderer uses.
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2016-11-04 02:24:49 +00:00 |
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Richard Davey
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a366ef8f3c
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New State Manager up and running.
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2016-11-04 02:08:17 +00:00 |
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Richard Davey
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89ece19c78
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Disabled twirl.
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2016-11-03 22:25:55 +00:00 |
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Richard Davey
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16e687cb2a
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Fixed issue with FBO leaving no bound texture on unit zero.
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2016-11-03 21:50:14 +00:00 |
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Richard Davey
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181e08a1f9
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Testing fix.
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2016-11-03 21:32:06 +00:00 |
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Richard Davey
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8971d8eaf4
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Updated comments
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2016-11-03 21:13:48 +00:00 |
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Richard Davey
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b65a9bec42
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Tidying up.
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2016-11-03 21:10:53 +00:00 |
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Richard Davey
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e0c6a0c470
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Using createEmptyTexture again.
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2016-11-03 21:06:14 +00:00 |
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photonstorm
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57e12415cc
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Removing test code.
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2016-11-03 17:25:14 +00:00 |
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photonstorm
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a86b02d55a
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Finally! Fixed the multi texture + FBO pipeline.
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2016-11-03 17:19:16 +00:00 |
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photonstorm
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a3d9cf9b6d
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Tiny Batch!
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2016-11-03 13:47:37 +00:00 |
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Richard Davey
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def3a93b5f
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Trying to debug fbo + multi-texture 'cannot draw to same texture' issue.
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2016-11-03 05:10:50 +00:00 |
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Richard Davey
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106a55e642
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Lots of tidying up. Renamed properties, removed loads of stuff no longer needed in the main class.
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2016-11-03 04:22:07 +00:00 |
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Richard Davey
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8439cf0c15
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Added QuadFBO class, which encapsulates the whole frame buffer + quad + shader flow. Exposed quad dimensions and position via setters, allowing you to place the FBO anywhere when it renders.
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2016-11-03 04:04:34 +00:00 |
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Richard Davey
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6e70669e28
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Added getVerticesFromRect so the fbo is calculated from pixel values.
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2016-11-03 02:50:52 +00:00 |
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Richard Davey
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8603374316
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More docs.
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2016-11-03 02:07:15 +00:00 |
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Richard Davey
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0b070822d3
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Updated the FBO quad to use a vec2 for position instead, cutting down on vert data a little. Also removed array length look-ups and hard coded values in.
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2016-11-03 01:51:31 +00:00 |
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Richard Davey
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9600ed038d
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Updated destroy method.
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2016-11-03 01:49:55 +00:00 |
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Richard Davey
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e2b7e54c5f
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Testing twirl shader :)
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2016-11-02 01:47:59 +00:00 |
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Richard Davey
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b5faa8843d
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Finally, FBO for main renderer working!
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2016-11-02 01:22:27 +00:00 |
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Richard Davey
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4b0c028200
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Adding FBO support.
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2016-11-02 01:00:56 +00:00 |
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Richard Davey
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03b651f79f
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Loads of tweaks re: Transform inheritance.
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2016-11-01 00:31:45 +00:00 |
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Richard Davey
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c681abbea8
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Removed duplicate flush methods from the batch processors.
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2016-10-31 21:46:31 +00:00 |
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Richard Davey
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19d9241dc7
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Removed un-needed shaders.
Added batch processor switching and tested it.
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2016-10-31 21:42:23 +00:00 |
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Richard Davey
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7477599005
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Refactored ImageBatch into the more accurately named SingleTextureBatch.
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2016-10-31 19:44:46 +00:00 |
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photonstorm
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5ef7fd3377
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Moved flush to BaseBatch.
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2016-10-31 17:15:36 +00:00 |
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Richard Davey
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c27b2f9fca
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Changed batch limits. Currently running 20,000 pixels in 1 draw call.
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2016-10-30 23:59:47 +00:00 |
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Richard Davey
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c4a79bfadc
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Pixel Batch rendering working, and passing through properly.
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2016-10-30 23:40:18 +00:00 |
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Richard Davey
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bd80999b33
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Refined the Image and WebGL Renderers.
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2016-10-30 22:58:14 +00:00 |
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Richard Davey
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a55df3f143
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Added in the Pixel Field batch processor and start of the Game Object.
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2016-10-30 22:57:50 +00:00 |
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Richard Davey
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3c248d1cb4
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Added in the FX Batch processor.
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2016-10-30 22:57:29 +00:00 |
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Richard Davey
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5ec168a741
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Added the multi texture batch processor, and tested it working.
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2016-10-30 22:57:19 +00:00 |
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Richard Davey
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525c3e1a44
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Removed all the redundant methods and added in the new batch processors.
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2016-10-30 22:56:06 +00:00 |
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Richard Davey
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577b81580a
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New batch system working.
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2016-10-30 14:57:38 +00:00 |
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Richard Davey
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7051557e21
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Merging the functions into the right classes. Nearly ready to test.
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2016-10-29 21:29:16 +01:00 |
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Richard Davey
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44f7629cc8
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Tidying up the new batch.
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2016-10-29 14:41:43 +01:00 |
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Richard Davey
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30dea30601
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Splitting the batch processors into their own classes.
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2016-10-29 13:38:57 +01:00 |
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photonstorm
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863efde5ed
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Getting ready to move the shaders out.
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2016-10-28 18:35:23 +01:00 |
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