Richard Davey
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0c4eec0fd9
|
Now using new Render Target approach (texture blend still need to be added)
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2020-12-08 17:38:42 +00:00 |
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Richard Davey
|
54e306fe3e
|
Added setProjectionMatrix and all of the new pipeline events
|
2020-12-08 17:38:19 +00:00 |
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Richard Davey
|
5f279bf4a4
|
Added RenderTarget, begingCapture, endCapture, resetScissor and resetViewport
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2020-12-08 17:37:59 +00:00 |
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Richard Davey
|
f93c3ea05f
|
Added Pipeline events
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2020-12-08 16:15:46 +00:00 |
|
Richard Davey
|
f18d615b40
|
Update SpriteWebGLRenderer.js
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2020-12-08 16:15:16 +00:00 |
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Richard Davey
|
c2bce98532
|
Added copyFrameRect method
|
2020-12-08 16:15:06 +00:00 |
|
Richard Davey
|
cb71fe35cd
|
Fixed name #5432
|
2020-12-07 17:10:25 +00:00 |
|
Richard Davey
|
3154bf2e6f
|
Update Container.js
|
2020-12-07 13:11:49 +00:00 |
|
Richard Davey
|
79d252589f
|
Update Rope.js
|
2020-12-07 13:09:45 +00:00 |
|
Richard Davey
|
7dba1c4b2f
|
Update BaseCamera.js
|
2020-12-07 13:09:12 +00:00 |
|
Richard Davey
|
607fb6ff7c
|
Make docs crystal clear
|
2020-12-07 12:25:57 +00:00 |
|
Richard Davey
|
d6d5c09552
|
The Shader Game Object now supports being able to use a Render Texture as a sampler2D texture on the shader. Fix #5423
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2020-12-07 12:19:42 +00:00 |
|
Richard Davey
|
15a6f50d2c
|
Fixed functions not appearing in the namespace. Fix #5432
|
2020-12-07 10:11:47 +00:00 |
|
Richard Davey
|
0951a1d2ea
|
Fixed tint property. Fix #5433
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2020-12-07 09:42:21 +00:00 |
|
Richard Davey
|
402e6d23b1
|
Testing making the pipeline responsible for setting the buffer to cut down on potential points of failure
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2020-12-04 18:06:16 +00:00 |
|
Richard Davey
|
c6489cf730
|
Remove un-used shader
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2020-12-04 15:29:55 +00:00 |
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Richard Davey
|
08b304372c
|
Made the Render Events global, not WebGL specific and allowed Canvas Renderer to emit them too
|
2020-12-04 15:07:26 +00:00 |
|
Richard Davey
|
682a85c683
|
Preparing for beta 13
|
2020-12-04 13:50:02 +00:00 |
|
Richard Davey
|
509fbcae44
|
Update PipelineManager.js
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2020-12-04 13:40:32 +00:00 |
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Richard Davey
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725271249f
|
No tileset? Continue the loop.
|
2020-12-04 13:07:14 +00:00 |
|
Richard Davey
|
e2ccfffd3b
|
Split up the classes to avoid plugin issues. Fix #5420
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2020-12-04 13:04:48 +00:00 |
|
Richard Davey
|
a7f246a241
|
Swap queue order
|
2020-12-04 12:55:26 +00:00 |
|
Richard Davey
|
e0ae7ef14e
|
Update TransformMatrix.js
|
2020-12-04 12:00:31 +00:00 |
|
Richard Davey
|
dab806e371
|
Can use same matrix
|
2020-12-04 12:00:23 +00:00 |
|
Richard Davey
|
edc076674e
|
New Resize handler. Fix #5412
|
2020-12-04 11:59:47 +00:00 |
|
Richard Davey
|
4d872e2e9d
|
RenderTexture.erase has never worked when using the Canvas Renderer and a texture frame, only with Game Objects. It now works with both. Fix #5422
|
2020-12-03 15:46:26 +00:00 |
|
Richard Davey
|
6bb6ff8ef4
|
Updated JSDocs to clarify issue. Fix #4692
|
2020-12-03 15:14:34 +00:00 |
|
Richard Davey
|
077d53309b
|
BitmapMask would become corrupted when resizing the Phaser Game, either via the Scale Manager or directly, because the framebuffer and texture it used for rendering was still at the old dimensions. The BitmapMask now listens for the Renderer RESIZE event and re-creates itself accordingly. Fix #5399
|
2020-12-03 15:06:54 +00:00 |
|
Richard Davey
|
38b6d83462
|
Fixed Canvas Alpha RenderTexture issue. Fix #5426
|
2020-12-03 14:48:21 +00:00 |
|
Richard Davey
|
8ff62d40af
|
Moved event emitter. Fix #5427
|
2020-12-03 14:34:32 +00:00 |
|
Richard Davey
|
0d6d7848cd
|
No need for dirty property
|
2020-12-03 14:31:54 +00:00 |
|
Richard Davey
|
82c1ea87da
|
Reset the projection matrix to avoid cache by reference errors. Fix #5425
|
2020-12-03 14:31:45 +00:00 |
|
Richard Davey
|
3344fc12bf
|
Added resetUniform method
|
2020-12-03 14:31:21 +00:00 |
|
Richard Davey
|
103b91a69d
|
Add attenuation parameter and fixed color divisor
|
2020-12-03 12:52:36 +00:00 |
|
Richard Davey
|
d2b8f0b7e4
|
Factor in Camera Zoom to radius
|
2020-12-03 12:52:12 +00:00 |
|
Richard Davey
|
8174ec2daf
|
Fixed light distance and max test
|
2020-12-03 11:11:41 +00:00 |
|
Richard Davey
|
4d7435f468
|
Update LightPipeline.js
|
2020-12-03 11:11:30 +00:00 |
|
Richard Davey
|
97d9cc6fb9
|
Create 1 shader per light count. Avoids all pointless iteration within the shaders
|
2020-12-03 10:16:00 +00:00 |
|
Richard Davey
|
8b6d03faaf
|
Fixed JSDoc
|
2020-12-03 10:15:25 +00:00 |
|
Richard Davey
|
39d45258de
|
Removed un-used properties and improved render function massively
|
2020-12-02 17:57:32 +00:00 |
|
Richard Davey
|
732b188691
|
Removed light pool, used RGB object, much better light culling.
|
2020-12-02 17:57:12 +00:00 |
|
Richard Davey
|
97fd175e73
|
Extends Circle, because it is! Removed loads of pointless setters.
|
2020-12-02 17:56:53 +00:00 |
|
Richard Davey
|
639b9bfc84
|
Added beginDraw , batchDraw , batchDrawFrame and endDraw methods for full batch control over the drawing.
|
2020-12-02 16:07:58 +00:00 |
|
Richard Davey
|
c10fb834e0
|
Fixed Tilemap Layer Light2D batch
|
2020-12-02 15:03:46 +00:00 |
|
Richard Davey
|
35146e72ed
|
Removed Light Layer and moved Point Light to its own Game Object
|
2020-12-02 13:48:38 +00:00 |
|
Richard Davey
|
375d6fa196
|
Updated docs
|
2020-12-02 13:15:27 +00:00 |
|
Richard Davey
|
6b1fda19e1
|
Use onActive and reset textures, fixing all rendering issues
|
2020-12-02 13:15:16 +00:00 |
|
Richard Davey
|
2687be611a
|
Added on onActive hook
|
2020-12-02 13:14:57 +00:00 |
|
Richard Davey
|
361704f048
|
Only reset post pipeline if it has one. Fix #5421
|
2020-12-02 12:23:59 +00:00 |
|
Richard Davey
|
9f8f76c690
|
Removed unused property
|
2020-12-02 12:23:40 +00:00 |
|
Richard Davey
|
e41d5a0296
|
Tidying up the class
|
2020-12-02 11:45:38 +00:00 |
|
Richard Davey
|
e8a36a2477
|
Update WebGLPipelineUniformsConfig.js
|
2020-12-02 11:11:52 +00:00 |
|
Richard Davey
|
a694590945
|
Fixed for 3.50 Beta 12
|
2020-12-02 11:11:48 +00:00 |
|
Richard Davey
|
1868a749cb
|
Enable Lights Plugin again
|
2020-12-02 11:11:34 +00:00 |
|
Richard Davey
|
2d78642944
|
Pipelines now populate their own uniforms
|
2020-12-02 11:11:24 +00:00 |
|
Richard Davey
|
dd1757a288
|
Shaders will now automatically get all active uniforms and populate the uniforms object
|
2020-12-02 11:11:08 +00:00 |
|
Richard Davey
|
e29626ab2c
|
Testing Light Layer
|
2020-12-01 17:24:30 +00:00 |
|
Richard Davey
|
cbf15747c7
|
Set default size to 1
|
2020-12-01 17:24:16 +00:00 |
|
Richard Davey
|
079dbcc72f
|
Back to Normal Map only pipeline
|
2020-12-01 17:24:04 +00:00 |
|
Richard Davey
|
ce6a81c97d
|
Updated JSDocs
|
2020-12-01 17:23:53 +00:00 |
|
Richard Davey
|
c1bf08de70
|
New Point Light class
|
2020-12-01 17:23:42 +00:00 |
|
Richard Davey
|
ea6a7d0f05
|
Install Point Light Pipeline (build flag?)
|
2020-12-01 17:23:33 +00:00 |
|
Richard Davey
|
05e046eb0e
|
Added Point Light Pipeline to the const
|
2020-12-01 17:23:18 +00:00 |
|
Richard Davey
|
496564e9d0
|
Create PointLightPipeline.js
|
2020-12-01 17:23:03 +00:00 |
|
Richard Davey
|
c8a8f59d69
|
New Point Light shader
|
2020-12-01 17:22:57 +00:00 |
|
Richard Davey
|
239e44b264
|
Improved docs
|
2020-11-30 16:13:03 +00:00 |
|
Richard Davey
|
57e6246c52
|
Added limit parameter
|
2020-11-30 16:12:55 +00:00 |
|
Richard Davey
|
652a5e62ae
|
Ignore private functions
|
2020-11-30 14:23:50 +00:00 |
|
Richard Davey
|
23ad56862f
|
Enable use of 'active'
|
2020-11-30 14:21:00 +00:00 |
|
Richard Davey
|
35829bcf0d
|
Added removePostPipeline . Fix #5419
|
2020-11-30 10:07:41 +00:00 |
|
Richard Davey
|
e020898134
|
Update LightPipeline.js
|
2020-11-30 09:46:28 +00:00 |
|
Richard Davey
|
15b47e6a54
|
Testing new Light Layer
|
2020-11-30 09:46:28 +00:00 |
|
Richard Davey
|
18de5273a6
|
Merge pull request #5417 from rexrainbow/pipeline-component-typo
Typo
|
2020-11-30 09:21:11 +00:00 |
|
Rex
|
cdfee008ec
|
Typo
|
2020-11-29 20:29:38 +08:00 |
|
Rex
|
e7fd7d6804
|
Remove flipX argument
|
2020-11-29 18:00:12 +08:00 |
|
Rex
|
ed7a53cfa9
|
Add flipX, flipY optional arguments
Add flipX, flipY optional arguments to flip render result
|
2020-11-29 17:43:36 +08:00 |
|
Richard Davey
|
41a0c192a4
|
Fix #5413
|
2020-11-28 15:42:23 +00:00 |
|
Richard Davey
|
6dd40df318
|
Update LayerCreator.js
|
2020-11-27 15:14:10 +00:00 |
|
Richard Davey
|
3ec63c6dec
|
Only remove from displayList if set. Fix #5413
|
2020-11-27 15:14:04 +00:00 |
|
Richard Davey
|
f528265fad
|
Preparing for Beta 12
|
2020-11-27 12:49:10 +00:00 |
|
Richard Davey
|
a846883e03
|
Removed Layer3D and added Layer
|
2020-11-27 12:45:44 +00:00 |
|
Richard Davey
|
238b496bbc
|
Moved to own repo
|
2020-11-27 12:28:39 +00:00 |
|
Richard Davey
|
e96cbde8d6
|
Added new displayList property and Layer documentation
|
2020-11-27 11:13:59 +00:00 |
|
Richard Davey
|
aa06070644
|
Added the new Layer Game Object
|
2020-11-26 16:21:21 +00:00 |
|
Richard Davey
|
fdae90089c
|
Use the new depthList property
|
2020-11-26 16:21:09 +00:00 |
|
Richard Davey
|
e5f9066072
|
GameObjects.Components.Depth.depthList is a new property that all Game Objects that have the Depth Component now have. It contains a reference to the List responsible for managing the depth sorting of the Game Object. This is typically the Scene Display List, but can also be a Layer. It allows the Depth component to queue a depth sort directly on the list it belongs to now, rather than just the Scene.
|
2020-11-26 16:20:54 +00:00 |
|
Richard Davey
|
a2f0a815d6
|
Reset textures before draw
|
2020-11-26 14:20:01 +00:00 |
|
Richard Davey
|
3149bb5dfa
|
JSDoc fix
|
2020-11-26 14:19:29 +00:00 |
|
Richard Davey
|
2e91763abc
|
Fixes lots of default parameters
|
2020-11-26 12:55:40 +00:00 |
|
Richard Davey
|
451656c54f
|
Use getXRound and getYRound
|
2020-11-26 11:39:08 +00:00 |
|
Richard Davey
|
c8cdf9fde2
|
Fixed Render Texture crop
|
2020-11-26 11:28:25 +00:00 |
|
Richard Davey
|
abf90070ba
|
Update TextureManager.js
|
2020-11-26 11:24:32 +00:00 |
|
Richard Davey
|
3a90ecc889
|
Update AnimationManager.js
|
2020-11-26 10:59:54 +00:00 |
|
Richard Davey
|
62c03f6dad
|
AsepriteFile is a new File Type for the Loader that allows you to load Aseprite images and animation data for use with the new Aseprite animation features. You can call this via this.load.asesprite(png, json) .
|
2020-11-26 10:59:49 +00:00 |
|
Richard Davey
|
b5f2e0a83b
|
Updated documentation. Fix #5406
|
2020-11-26 10:19:09 +00:00 |
|
Richard Davey
|
a0a32f45e5
|
Using a Bitmap Mask and a Blend Mode in WebGL would reset the blend mode when the mask was rendered, causing the Game Object to have no blend mode. Fix #5409
|
2020-11-26 10:14:13 +00:00 |
|
Richard Davey
|
681797ec9d
|
Fixed Canvas Renderer. Fix #5408
|
2020-11-26 10:04:51 +00:00 |
|
Richard Davey
|
0ee1338765
|
Better post pipeline call (less code)
|
2020-11-26 09:51:40 +00:00 |
|
Richard Davey
|
339b4fd3df
|
Added setTime method
|
2020-11-25 22:44:06 +00:00 |
|
Richard Davey
|
d0da33689b
|
Added bindTexture method
|
2020-11-24 16:01:25 +00:00 |
|