Commit graph

470 commits

Author SHA1 Message Date
Richard Davey
ea9c9ae7b3 Removed gl texture ID. 2016-10-07 00:59:10 +01:00
Richard Davey
b254d085cd All of the WebGL Graphics draw ops have been split out, tidied up and merged. 2016-10-07 00:40:31 +01:00
Richard Davey
97b1ac9d4f Typo fix. 2016-10-06 23:37:44 +01:00
Richard Davey
8a72f0ff35 FilterTexture converted. 2016-10-06 23:36:00 +01:00
Richard Davey
281e9287d1 FilterManager converted. Temp. stencil buffer needs adding. 2016-10-06 23:19:26 +01:00
Richard Davey
caffc9ca5f Added FilterManager and StencilManager to new renderer. 2016-10-06 22:59:42 +01:00
Richard Davey
dc92c92a30 Removed all instances of gl.id. 2016-10-05 01:45:22 +01:00
Richard Davey
a12ba9fa10 Added WebGL Sprite Batch. 2016-10-05 01:40:25 +01:00
Richard Davey
fe92b4e388 WebGL using mixins. 2016-10-05 01:25:06 +01:00
Richard Davey
4cd0e833d5 Sorted out the mixin needed for the Canvas renderer. 2016-10-05 01:09:23 +01:00
Richard Davey
047a994334 Canvas and WebGL rendering Text again. 2016-10-04 22:47:05 +01:00
Richard Davey
28eb7a5f40 Adding in more renderer game objects. 2016-10-04 22:36:07 +01:00
photonstorm
482bb96056 Added in SpriteBatch, Graphics and Strip shaders. 2016-10-04 16:51:47 +01:00
photonstorm
03f67a2677 Refactored WebGL renderer working for Sprites and Containers. 2016-10-04 15:39:54 +01:00
Richard Davey
d55cc215ee Moving more rendering functionality over. 2016-10-04 00:58:52 +01:00
Richard Davey
0142997787 Merged Tint functions into Canvas Renderer. 2016-10-03 22:31:10 +01:00
Richard Davey
40bef9543a Updated Game Object renderer blocks to use 'this'.
Split out the Graphics renderer to avoid being a giant if/else loop.
2016-10-03 21:46:39 +01:00
photonstorm
7b40711418 Moved the Mask related features from Graphics into the Canvas Renderer. 2016-10-03 17:14:44 +01:00
photonstorm
1da95994a5 First pass of the newly re-structured Canvas Renderer (still using old texture system though). 2016-10-03 12:44:54 +01:00
Richard Davey
2590e67e2b First pass at the new consolidated Texture classes. Ultimately these will replace PIXI.BaseTexture, PIXI.Texture and Phaser.Frame. Objects will grab frame references, rather than creating their own Texture objects all the time. 2016-09-29 04:21:12 +01:00