Richard Davey
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585a8a93ee
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Merge pull request #4787 from firefalcom/fix/normalMapRotation
Fix incorrect lighting when batching several sprites
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2019-10-11 13:21:39 +01:00 |
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Richard Davey
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61f5fadddf
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Split up canvas and video texture creation and updating.
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2019-10-10 12:26:39 +01:00 |
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Gauthier Billot
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7ffeb4785e
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Added currentNormalMapRotation and updated setNormalMapRotation
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2019-10-06 20:31:29 +02:00 |
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Richard Davey
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5de4641e49
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Added jsdocs
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2019-10-04 11:13:05 +01:00 |
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Richard Davey
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49012d6237
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Added createTexture2D.forceSize parameter, videoToTexture method and strengthened empty texture creation
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2019-10-03 17:49:58 +01:00 |
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Nicolas Ferrero
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a76e3c7cb6
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update vertexComponentCount in WebGLPipeline
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2019-09-10 18:55:30 +03:00 |
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Richard Davey
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e3039ffb64
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Added antialiasGL option
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2019-08-29 11:46:58 +01:00 |
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Richard Davey
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f4002471d7
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Updated context lost / restored handlers
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2019-07-17 16:38:00 +01:00 |
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Richard Davey
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630382e88d
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Added Game Object type look ahead and state for custom batching.
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2019-07-16 17:41:08 +01:00 |
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Richard Davey
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58865f2c34
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The WebGL Lost and Restored Context callbacks were never removed, which could cause them to hold onto stale references. Fix #3610
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2019-07-15 15:28:46 +01:00 |
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Richard Davey
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15d7b9c6ef
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Fixed jsdoc typos and added single pixel support
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2019-07-14 13:56:44 +01:00 |
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Richard Davey
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285babaf8c
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Added the new snapshotFramebuffer method
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2019-07-13 15:20:57 +01:00 |
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Richard Davey
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5106b2c935
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Animations with custom pivots, like those created in Texture Packer with the pivot option enabled, would be mis-aligned if flipped. They now render in the correct position, regardless of scale or flip on either axis. Fix #4155
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2019-07-03 14:01:48 +01:00 |
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Richard Davey
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47b1d755a7
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Fixed a bug in the WebGL and Canvas Renderers where a Sprite with a flipX or flipY value set would render the offset frames slightly out of place, causing the animation to appear jittery. Also, the sprite would be out of place by its origin. Fix #4636 #3813
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2019-07-03 11:11:25 +01:00 |
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Richard Davey
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79b2048ae0
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Fixed addBlendMode type. Fix #4625
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2019-06-28 14:53:12 +01:00 |
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Richard Davey
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c0d58ee69e
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Better flip handling
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2019-06-26 00:35:22 +01:00 |
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Richard Davey
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3bf3057da0
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WebGLRenderer.setScissor will default the drawingBufferHeight if no argument is provided, stopping NaN scissor heights.
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2019-06-25 23:03:57 +01:00 |
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Richard Davey
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f323097714
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Sprites need to flip the UV if the source is a GLTexture
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2019-06-23 22:12:14 +01:00 |
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Richard Davey
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254eef9787
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Use the event constant instead of a string
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2019-06-06 15:56:45 +01:00 |
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Richard Davey
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12bcda98a6
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Added support for a desynchronized context and alpha support in 2D
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2019-06-04 19:13:49 +01:00 |
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Richard Davey
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c91ed91ce3
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License link update
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2019-05-10 16:15:04 +01:00 |
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Richard Davey
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a6341a97a8
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Fixed Types references
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2019-05-09 15:32:53 +01:00 |
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Richard Davey
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11d6f2e802
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Renderer Types
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2019-05-09 12:36:36 +01:00 |
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Richard Davey
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3d40a95a00
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Added glFuncMap
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2019-05-01 12:29:45 +01:00 |
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Richard Davey
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2f48d68735
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A shader can now be used as a bitmap mask
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2019-05-01 11:12:31 +01:00 |
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Richard Davey
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08f4a0ccf4
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Tidying up
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2019-05-01 02:10:38 +01:00 |
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Richard Davey
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84e898fd90
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Fixed nested bitmap mask issue
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2019-04-29 14:45:54 +01:00 |
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Richard Davey
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80a0bf3f1a
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Re-apply stencil after a bitmap mask
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2019-04-29 14:29:13 +01:00 |
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Richard Davey
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3efcd1ca49
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New cam mask object
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2019-04-29 14:28:58 +01:00 |
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Richard Davey
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70b5b01db2
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Restore previous framebuffer
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2019-04-26 19:13:32 +01:00 |
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Richard Davey
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cf878ca553
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Better stencil mask checking
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2019-04-26 19:13:24 +01:00 |
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Richard Davey
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183ce1b96c
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BMP fix
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2019-04-26 02:30:24 +01:00 |
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Richard Davey
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6e70f0e19c
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Shaders now work with camera masks and can have their own geometry masks
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2019-04-26 01:53:34 +01:00 |
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Richard Davey
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9356744399
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argument caps
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2019-04-25 12:14:04 +01:00 |
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Richard Davey
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2ff76eb4b5
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Removed un-needed Quad Pipeline and shaders
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2019-04-25 12:13:09 +01:00 |
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Richard Davey
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72af4a21d1
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Default shader
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2019-04-25 03:16:46 +01:00 |
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Richard Davey
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9b4309b38c
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Added QuadShader Pipeline to the renderer
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2019-04-25 03:16:39 +01:00 |
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Richard Davey
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2727408e7c
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Don't disable the vertex attribute if the location is invalid
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2019-04-25 03:16:25 +01:00 |
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Richard Davey
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e0c22c5534
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Added QuadShader Pipeline
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2019-04-25 03:16:03 +01:00 |
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Richard Davey
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f64d0a935b
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Geometry Masks are now batched. Previously, using the same mask on multiple Game Objects would create brand new stencil operations for every single Game Object, causing performance to tank. Now, the mask is only set if it's different from the previously masked object in the display list, allowing you to mask thousands of Game Objects and retain batching through-out.
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2019-04-24 16:45:31 +01:00 |
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Richard Davey
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12b6041d20
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inverseAlpha support added back in and tidied up renderer
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2019-04-24 14:51:39 +01:00 |
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Richard Davey
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1fc9b15ff1
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Fixed Geometry Mask nesting issue.
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2019-04-15 16:46:19 +01:00 |
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Richard Davey
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974ceb5654
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Restore bitmap mask framebuffer
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2019-04-12 18:36:47 +01:00 |
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Richard Davey
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f69cec7975
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Improving support for child masking
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2019-04-12 17:47:28 +01:00 |
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Richard Davey
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186970bd69
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Render the Camera masks
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2019-04-11 17:10:03 +01:00 |
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Richard Davey
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c188dfde12
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Testing mask component on Camera
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2019-04-10 18:10:03 +01:00 |
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Richard Davey
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42cb39749f
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Matter and Snapshot typedefs
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2019-02-13 15:22:29 +00:00 |
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Richard Davey
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b50e1c78b5
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Lots more jsdoc tweaks and improvements
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2019-02-12 15:01:54 +00:00 |
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Richard Davey
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c85497b6c5
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Fixing jsdocs
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2019-02-12 11:59:31 +00:00 |
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Richard Davey
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cfe6452924
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Don't set if game is being destroyed
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2019-02-04 23:29:22 +00:00 |
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Richard Davey
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60542a25cc
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Numerous jsdoc and TS related fixes
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2019-02-04 17:16:08 +00:00 |
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Richard Davey
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4f6f6ee72f
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Lots of jsdoc and type fixes
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2019-01-31 12:19:01 +00:00 |
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Richard Davey
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f5106de6c5
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Callback is now invoked in Image.onload to avoid race conditions.
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2019-01-25 17:29:31 +00:00 |
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Richard Davey
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8f016ef983
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Updating snapshot feature
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2019-01-25 10:01:53 +00:00 |
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Richard Davey
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9142260307
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Texture filter mode is now based on game anti-alias setting.
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2019-01-24 14:23:24 +00:00 |
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Richard Davey
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f8f81a06f0
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Merge pull request #4286 from gomachan7/fixup/apply_transparent_bg_on_webgl_renderer
Fix WebGLRenderer to apply transparent bg in config
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2019-01-23 22:22:08 +00:00 |
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Richard Davey
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bc962c25dc
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All listeners use the new Events
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2019-01-18 13:41:43 +00:00 |
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Richard Davey
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e6b74304b5
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Added Camera pre and post render events.
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2019-01-17 12:02:14 +00:00 |
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Richard Davey
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aa341854c7
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Happy New Year
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2019-01-15 16:20:22 +00:00 |
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Richard Davey
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d7e7feed19
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Dimensions are now set in the onResize handlers.
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2019-01-11 16:44:08 +00:00 |
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Richard Davey
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44f69ea7fa
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Removed autoResize, tidied up the resize method and init.
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2019-01-10 13:43:09 +00:00 |
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Richard Davey
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175af00c60
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Stores the new resolution, should it change (unlikely, but ...)
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2019-01-10 13:42:11 +00:00 |
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Richard Davey
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04ea2798e9
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Use gameSize
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2019-01-10 00:15:20 +00:00 |
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gomachan_7
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be562abd83
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Fix WebGLRenderer to apply transparent bg in config
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2019-01-10 02:17:53 +09:00 |
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Richard Davey
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b3aeee0bd1
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Use the new size properties
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2019-01-09 17:13:22 +00:00 |
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Richard Davey
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41286b5170
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Make sure we bind the framebuffer and pipeline in the boot step
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2018-12-18 14:58:42 +00:00 |
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Richard Davey
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8eebe518ad
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Added optional drawingBufferHeight argument to scissor methods.
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2018-12-18 13:36:05 +00:00 |
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Richard Davey
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4b1ea8db9b
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WebGLRenderer.preRender now calls gl.clearColor in order to restore the background clear color in case something, like a Render Texture, has changed it.
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2018-12-18 13:04:26 +00:00 |
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Richard Davey
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8f873c87af
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Clears the framebuffer at the start of every render.
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2018-12-18 11:32:36 +00:00 |
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Richard Davey
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7e732452eb
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Fixed an issue in WebGLRenderer.setScissor where it was possible to try and compare the scissor size to a non-current scissor, if called outside of the render loop (i.e. from RenderTexture.fill )
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2018-12-18 10:22:59 +00:00 |
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Richard Davey
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83f3f9cdeb
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Changed scissor order.
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2018-12-13 14:24:49 +00:00 |
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Richard Davey
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cc164b5399
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Fixed camera background in WebGL.
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2018-12-13 10:25:53 +00:00 |
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Richard Davey
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bbe95d96d9
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Added jsdocs for #4137
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2018-12-12 11:58:58 +00:00 |
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Richard Davey
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d823c66597
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Merge pull request #4137 from sercant/master
Fix rotating normal map bug (issue #3870)
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2018-12-12 11:52:27 +00:00 |
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Richard Davey
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05ffb5312f
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Updated docs
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2018-12-12 11:09:00 +00:00 |
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Richard Davey
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4b27b37a0c
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Added texture and unit arguments to batchQuad and batchTri , fixing the y2k bug.
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2018-12-12 11:08:52 +00:00 |
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Richard Davey
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bacff65177
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Refactoring texture batch creation
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2018-12-11 15:00:12 +00:00 |
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Richard Davey
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5683713253
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Added flush argument
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2018-12-11 14:59:50 +00:00 |
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Richard Davey
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8e495da71d
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Fixed currentScissor assignment order of operation
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2018-12-08 11:37:26 +00:00 |
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Richard Davey
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2780babe10
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Final Doc Jam merge
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2018-12-03 15:16:23 +00:00 |
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Richard Davey
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6f8759c186
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Whenever Camera.roundPixels was enabled it would use a bitwise operation to truncate the float (x |= 0 ) - this has been replaced across all files that used it, with a call to Math.round instead. This gives far better results when zooming cameras both in and out of a Scene, stopping thin gaps appearing between closely packed Game Objects.
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2018-11-30 10:27:25 +00:00 |
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Richard Davey
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8cd45a72b2
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ESLint fixes
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2018-11-20 11:02:19 +00:00 |
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Richard Davey
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eb5da1f26d
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Docs update
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2018-11-16 10:56:43 +00:00 |
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Richard Davey
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41343e3102
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Removed copy paste error
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2018-11-16 10:46:22 +00:00 |
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Richard Davey
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48686881dc
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Removed clearColor. CSS now handles this. Context always transparent.
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2018-11-13 15:10:10 +00:00 |
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Richard Davey
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76918e76b0
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ERASE tests
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2018-11-13 10:32:24 +00:00 |
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Richard Davey
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06688eedd8
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Merge branch 'master' of https://github.com/photonstorm/phaser
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2018-11-10 04:22:51 +00:00 |
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Richard Davey
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7d1f990ad3
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Added ERASE blend mode.
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2018-11-10 04:22:13 +00:00 |
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Richard Davey
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8ea2bffb9c
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Render Textures created larger than the size of the default canvas would be automatically clipped when drawn to in WebGL. They now reset the gl scissor and drawing height property in order to draw to their full size, regardless of the canvas size. Fix #4139
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2018-11-07 16:01:21 +00:00 |
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Sercan Turkmen
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03ffe7842f
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Fix rotating normal map bug (issue #3870)
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2018-10-31 02:17:11 +02:00 |
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Richard Davey
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789713b4b1
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Updated the clear and rebind pipeline methods
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2018-10-29 23:07:10 +00:00 |
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Richard Davey
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32a22140a6
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Use the predefined variable
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2018-10-29 23:06:51 +00:00 |
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Richard Davey
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bed1141d9a
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Added clearPipeline and rebindPipeline and force argument.
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2018-10-25 14:13:40 +01:00 |
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Richard Davey
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b73d0dd80c
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Added jsdocs
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2018-10-22 13:47:46 +01:00 |
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Richard Davey
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956a0913b8
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Added new jsdocs
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2018-10-22 12:12:31 +01:00 |
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Richard Davey
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4c4421c47f
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Docjam merge
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2018-10-19 12:32:43 +01:00 |
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Richard Davey
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557955e057
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Merging Scale Manager and Spine Plugin back into master
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2018-10-18 14:59:27 +01:00 |
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Richard Davey
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ae9c3b6f56
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Tidying up for 3.15 release
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2018-10-16 15:10:49 +01:00 |
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Richard Davey
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9dc53d1e5a
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The WebGLRenderer method canvasToTexture has a new optional argument noRepeat which will stop it from using gl.REPEAT entirely. This is now used by the Text object to avoid it potentially switching between a REPEAT and CLAMP texture, causing texture black-outs
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2018-10-12 15:08:53 +01:00 |
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Richard Davey
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4beffe842a
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Texture batching during the batch flush has been implemented in the TextureTintPipeline which resolves the issues of very low frame rates, especially on iOS devices, when using non-batched textures such as those used by Text or TileSprites.
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2018-10-12 15:06:10 +01:00 |
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