Richard Davey
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ac108db9cc
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Moving towards tidying up the FTP
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2018-07-24 16:40:29 +01:00 |
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Richard Davey
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521138e9d8
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setBlendMode now returns a boolean
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2018-07-23 01:39:32 +01:00 |
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Richard Davey
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ec5bd1912e
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GameObject.willRender now takes a Camera as its only argument and uses it within the check. This has allowed me to remove 23 duplicate checks spread across the various Game Objects, all of which did the same thing, saving both KB and CPU time as the flags were being checked twice in most cases.
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2018-07-19 13:19:02 +01:00 |
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Richard Davey
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0db16889e6
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Use new Camera viewport values
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2018-07-18 14:32:06 +01:00 |
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Richard Davey
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1c473afa84
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Cameras draw their backgrounds correctly at higher resolutions
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2018-07-17 23:26:30 +01:00 |
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Richard Davey
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42c3fc5f6b
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Better normal map handling
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2018-07-13 11:14:22 +01:00 |
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Richard Davey
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4843d7eefe
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Pipelines have a boot handler now.
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2018-07-13 11:13:46 +01:00 |
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Richard Davey
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2924874236
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Added docs
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2018-07-12 01:13:47 +01:00 |
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Richard Davey
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072cc0e21b
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Added dirty Camera support and updated internal properties to set the flag
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2018-07-12 01:13:34 +01:00 |
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Richard Davey
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a0bf5b6ad2
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Removed all the batch functions and consolidated into a single function and callback
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2018-07-11 16:55:18 +01:00 |
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Richard Davey
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efb5eb09c5
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Starting refactor
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2018-07-11 16:24:58 +01:00 |
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Richard Davey
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05985417b3
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Allow config setting values. Gets custom pipelines working again.
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2018-07-11 16:24:45 +01:00 |
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Richard Davey
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5a5bea1ce5
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Allow GO to be passed to onBind
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2018-07-11 16:24:20 +01:00 |
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Richard Davey
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82b15c8695
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Removed drawEmitterManager and moved to emitter render function
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2018-07-11 14:40:36 +01:00 |
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Richard Davey
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853281fe56
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Double flusher
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2018-07-11 13:22:07 +01:00 |
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Richard Davey
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373d01c602
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Fixed emitter batch. Now to optimize it.
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2018-07-11 13:20:02 +01:00 |
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Richard Davey
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e2efa469ae
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Removed drawTexture and added drawTextureFrame - fixed Render Texture flip Y issue
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2018-07-11 12:34:53 +01:00 |
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Richard Davey
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5b3a5e115b
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Started consolidating drawTexture method
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2018-07-10 17:18:00 +01:00 |
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Richard Davey
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340c53875c
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Added new temp matrix, fixed typo, removed old function
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2018-07-10 16:32:44 +01:00 |
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Richard Davey
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5128eecbeb
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Cached the drawing buffer height
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2018-07-10 16:32:28 +01:00 |
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Richard Davey
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434c8d1413
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Fixed issue with sprite matrix and camera scaling
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2018-07-10 13:59:49 +01:00 |
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Richard Davey
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85a32d54be
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Typo
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2018-07-09 17:06:27 +01:00 |
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Richard Davey
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5c554f3f69
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Started moving dynamic bitmap text renderer to its own function
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2018-07-07 12:34:24 +01:00 |
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Richard Davey
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dd0490dd57
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Removed batchBitmapText, tidied up and moved to its own renderer
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2018-07-07 12:22:45 +01:00 |
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Richard Davey
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8b13631107
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Removed batchMesh and moved to the Mesh WebGL Renderer. Another one bites the dust.
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2018-07-06 19:35:46 +01:00 |
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Richard Davey
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c1bc928a73
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Removed un-used vars
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2018-07-06 17:29:49 +01:00 |
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Richard Davey
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a6ff0d54bb
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Removed angle calculations from renderer as we only need do it when the arc is first defined
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2018-07-06 17:16:09 +01:00 |
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Richard Davey
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325fb4681e
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Tidying up
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2018-07-05 23:55:00 +01:00 |
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Richard Davey
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5063fe30e5
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Fixed cropping when texture frame is flipped
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2018-07-05 23:01:26 +01:00 |
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Richard Davey
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341ecf42cd
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Testing flip + atlas frame + trim cropping
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2018-07-04 17:01:45 +01:00 |
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Richard Davey
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43fc988034
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Moved crop UV handler to the Frame method. Cleaner and easier.
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2018-07-04 15:18:08 +01:00 |
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Richard Davey
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ee8c1b403a
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Fixed cropping with flipped images
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2018-07-04 14:50:26 +01:00 |
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Richard Davey
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d44c54e5ed
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batchSprite supports cropping (flipXY todo)
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2018-07-03 16:48:14 +01:00 |
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Richard Davey
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d328f14be0
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Fixed vertex calculation
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2018-07-03 12:38:45 +01:00 |
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Richard Davey
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187328ea1a
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UVs are passed directly now
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2018-07-03 00:14:23 +01:00 |
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Richard Davey
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265852fc75
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Removed test code
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2018-07-02 17:09:21 +01:00 |
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Richard Davey
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35686657ce
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Tidied up the batchVertices method and removed old stuff
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2018-07-02 17:06:49 +01:00 |
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Richard Davey
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c1020c6dbb
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Refactoring TTP to remove so much redundant stuff
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2018-07-02 16:44:24 +01:00 |
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Richard Davey
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fe61cfe2d1
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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.
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2018-07-02 12:33:46 +01:00 |
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Richard Davey
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1941d8a494
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Removed drawStaticTilemapLayer method and updated layer vertex code
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2018-07-02 12:07:39 +01:00 |
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Richard Davey
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fdead2af16
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Added the tint effect attribute and merged with all the various batches
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2018-06-30 11:33:52 +01:00 |
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Richard Davey
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11ef2c824b
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Updated shader to support tint effect attribute
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2018-06-30 11:33:28 +01:00 |
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Richard Davey
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e22b1a7b9c
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Removed stubs from pipelines
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2018-06-29 12:33:44 +01:00 |
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Richard Davey
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39c3866179
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lint fix
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2018-06-28 13:07:59 +01:00 |
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Richard Davey
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217779604c
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Added tileScaleX and tileScaleY support for Tile Sprites
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2018-06-28 12:59:27 +01:00 |
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Richard Davey
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8c312090da
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Solidified use of pixelArt mode
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2018-06-27 15:27:16 +01:00 |
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Richard Davey
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7a23378015
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Unified use of roundPixels, antialias and pixelArt modes
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2018-06-27 15:15:00 +01:00 |
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Richard Davey
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7aa46657c2
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Tidying up jsdocs and changing float to number
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2018-06-26 23:19:14 +01:00 |
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Richard Davey
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bb7b99a4db
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Updated log and formatting
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2018-06-25 22:53:42 +01:00 |
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Richard Davey
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c6c9b25fdc
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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.
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2018-06-25 17:35:36 +01:00 |
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