Commit graph

953 commits

Author SHA1 Message Date
Richard Davey
b789742636 Update Utils.js 2022-09-22 14:55:29 +01:00
Richard Davey
9d43583a63 This shader is just better. More crappy iOS testing needed though. 2022-09-21 23:13:04 +01:00
brendo
93eceb7d99 show error code 2022-08-30 07:42:14 +08:00
Richard Davey
4c2d3e3cff setTextureZero will now set isTextureClean to false 2022-08-24 13:56:12 +01:00
Richard Davey
9bc8826684 Specify the canvas is for drawing, not reading 2022-08-18 18:01:45 +01:00
Richard Davey
f09ec762ee Removed Graphics Pipeline
The WebGL Graphics Pipeline has been removed. This pipeline wasn't used in v3.55, as all Graphics rendering is handled by the MultiTint pipeline, for better batching support. No Phaser Game Objects use the Graphics pipeline any longer, so to save space it has been removed and is no longer installed by the Pipeline Manager.
2022-07-12 13:39:51 +01:00
Richard Davey
aa2dda09e2 UtilityPipeline.blitFrame has a new optional boolean parameter flipY which, if set, will invert the source Render Target while drawing it to the destination Render Target. 2022-05-30 18:25:21 +01:00
samme
54d12080eb
Docs: fix the mipmapFilter example code 2022-05-09 09:44:09 -07:00
Richard Davey
59fbcc5ca3 Updated copyright year 2022-02-28 14:29:51 +00:00
Richard Davey
c8d3a20754 Updated Multi Pipeline shader so it no longer smacks Safari's arse. 2022-02-03 23:12:15 +00:00
Andy Mikulski
6108414b75
WebGLSnapshot: Support custom rendering contexts 2022-01-26 15:02:59 -07:00
Richard Davey
0e364321e6 Update BitmapMask-frag.js 2021-11-23 18:24:14 +00:00
Richard Davey
6c459eb3d5 Update Multi-frag.js 2021-11-23 18:19:05 +00:00
Richard Davey
8699e97f94 The BitmapMask shader has been recoded so it now works correctly if you mask a Game Object that has alpha set on it, or in its texture. Previously it would alpha the Game Object against black 2021-11-23 18:18:47 +00:00
Richard Davey
c37da11d36 pma is essential - to hell with Firefox! 2021-11-08 21:51:08 +00:00
Richard Davey
2efa08d3db Testing pma off 2021-11-08 18:49:48 +00:00
Richard Davey
fc1234e55b Added createProgram, setBoolean and the new src properties 2021-11-02 18:05:18 +00:00
Richard Davey
565dfc801a WebGLPipeline.setBoolean is a new method that allows you to set a boolean uniform on a shader. 2021-11-02 18:00:25 +00:00
Richard Davey
95d7dc71b2 Update SpriteFXPipeline.js 2021-11-02 17:05:23 +00:00
Richard Davey
c94719e0b8 Added alt swap frame 2021-10-28 01:19:52 +01:00
Richard Davey
03345ea60c Update WebGLPipeline.js 2021-10-27 17:21:59 +01:00
Richard Davey
9980c35c3e Update SpriteFXPipeline.js 2021-10-27 17:21:55 +01:00
Richard Davey
29ada646e0 Updated docs 2021-10-26 00:04:37 +01:00
Richard Davey
17c76c831c The Multi Tint fragment shader now uses the new getSampler function approach from Phaser 4 2021-10-26 00:00:35 +01:00
Richard Davey
4d18ad6ff8 Removed GenerateSrc, removed need for forloop declaration 2021-10-26 00:00:20 +01:00
Richard Davey
55ef37b6fb Removed spriteData, added destroy, tidied up docs 2021-10-21 18:38:15 +01:00
Richard Davey
0020f03ead Fixed Sprite FX targetBounds 2021-10-20 17:02:37 +01:00
Richard Davey
143d63dcb0 Debugging 2021-10-20 12:37:05 +01:00
Richard Davey
508630ad81 Added renderTargets, maxDimension, frameInc and targetIndex 2021-10-20 12:36:54 +01:00
Richard Davey
9e38e37d6f Removed RenderTargets (moved to PM) and flipped projection matrix 2021-10-19 22:48:02 +01:00
Richard Davey
5fb2604292 Removed flip verts 2021-10-19 22:47:34 +01:00
Richard Davey
d46f6e37f3 WebGLPipeline.flipProjectionMatrix is a new method that allows you to flip the y and bottom projection matrix values via a parameter. 2021-10-19 22:47:22 +01:00
Richard Davey
ef4d5d94bb New fsTarget copySubTex approach (faster) 2021-10-19 18:43:15 +01:00
Richard Davey
c6ac6125c9 Update MultiPipeline.js 2021-10-19 18:42:58 +01:00
Richard Davey
b434c3b4f8 Fixed jsdocs 2021-10-18 17:54:25 +01:00
Richard Davey
347b6db490 Added altFrame option and calculations + handy utility functions 2021-10-18 17:49:09 +01:00
Richard Davey
d4edcbd8ca Set default vert shader 2021-10-18 16:01:53 +01:00
Richard Davey
ba0a52e386 Update SpriteFXPipeline.js 2021-10-16 15:30:03 +01:00
Richard Davey
638fd113b5 Flip the Y on textures 2021-10-16 15:23:33 +01:00
Richard Davey
5e509bd72b Removed 'drawToFrame' (it's the only option) and added 'batchTexture' 2021-10-16 15:08:58 +01:00
Richard Davey
acc9f07e5c Fixed data and alpha value 2021-10-15 18:45:23 +01:00
Richard Davey
fd1ab765a3 Full JSDocs and tidied up all the methods 2021-10-15 18:39:10 +01:00
Richard Davey
efa8c8b5a5 Fixed verts and called onFX 2021-10-15 00:59:04 +01:00
Richard Davey
6c00b5cfc4 Added onPreCopy 2021-10-14 18:51:39 +01:00
Richard Davey
8a89700bf7 Fixed shader uniform issue and tidied up code 2021-10-14 18:45:59 +01:00
Richard Davey
bfecf9da5a RenderTarget will now automatically set the wrapping mode to clamp. 2021-10-14 18:45:41 +01:00
Richard Davey
c1c8e5d12b The WebGLRenderer.createTextureFromSource method has a new optional boolean parameter forceClamp that will for the clamp wrapping mode even if the texture is a power-of-two. 2021-10-14 18:45:28 +01:00
Richard Davey
d5a86d7b07 Update SpriteFXPipeline.js 2021-10-14 01:08:06 +01:00
Richard Davey
5d2749f5d6 Update SpriteFXPipeline.js 2021-10-14 00:55:27 +01:00
Richard Davey
219ff50b90 Fixed copyFrame handling 2021-10-13 23:38:04 +01:00