Richard Davey
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d46f6e37f3
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WebGLPipeline.flipProjectionMatrix is a new method that allows you to flip the y and bottom projection matrix values via a parameter.
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2021-10-19 22:47:22 +01:00 |
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Richard Davey
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ef4d5d94bb
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New fsTarget copySubTex approach (faster)
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2021-10-19 18:43:15 +01:00 |
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Richard Davey
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c6ac6125c9
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Update MultiPipeline.js
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2021-10-19 18:42:58 +01:00 |
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Richard Davey
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b434c3b4f8
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Fixed jsdocs
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2021-10-18 17:54:25 +01:00 |
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Richard Davey
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347b6db490
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Added altFrame option and calculations + handy utility functions
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2021-10-18 17:49:09 +01:00 |
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Richard Davey
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d4edcbd8ca
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Set default vert shader
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2021-10-18 16:01:53 +01:00 |
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Richard Davey
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ba0a52e386
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Update SpriteFXPipeline.js
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2021-10-16 15:30:03 +01:00 |
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Richard Davey
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638fd113b5
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Flip the Y on textures
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2021-10-16 15:23:33 +01:00 |
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Richard Davey
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5e509bd72b
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Removed 'drawToFrame' (it's the only option) and added 'batchTexture'
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2021-10-16 15:08:58 +01:00 |
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Richard Davey
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acc9f07e5c
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Fixed data and alpha value
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2021-10-15 18:45:23 +01:00 |
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Richard Davey
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fd1ab765a3
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Full JSDocs and tidied up all the methods
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2021-10-15 18:39:10 +01:00 |
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Richard Davey
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efa8c8b5a5
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Fixed verts and called onFX
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2021-10-15 00:59:04 +01:00 |
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Richard Davey
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6c00b5cfc4
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Added onPreCopy
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2021-10-14 18:51:39 +01:00 |
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Richard Davey
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8a89700bf7
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Fixed shader uniform issue and tidied up code
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2021-10-14 18:45:59 +01:00 |
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Richard Davey
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bfecf9da5a
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RenderTarget will now automatically set the wrapping mode to clamp.
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2021-10-14 18:45:41 +01:00 |
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Richard Davey
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c1c8e5d12b
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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.
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2021-10-14 18:45:28 +01:00 |
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Richard Davey
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d5a86d7b07
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Update SpriteFXPipeline.js
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2021-10-14 01:08:06 +01:00 |
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Richard Davey
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5d2749f5d6
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Update SpriteFXPipeline.js
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2021-10-14 00:55:27 +01:00 |
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Richard Davey
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219ff50b90
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Fixed copyFrame handling
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2021-10-13 23:38:04 +01:00 |
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Richard Davey
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c4c5453dfb
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Removed log
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2021-10-13 23:35:29 +01:00 |
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Richard Davey
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fd54fa741c
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Update SpriteFXPipeline.js
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2021-10-13 18:56:41 +01:00 |
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Richard Davey
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635e7283d5
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Added buffer to setVertexBuffer and setShader
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2021-10-13 18:56:31 +01:00 |
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Richard Davey
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0bf366a096
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Update SpriteFXPipeline.js
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2021-10-13 13:04:08 +01:00 |
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Richard Davey
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803d71469e
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Fixed the vert and uv handling
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2021-10-12 21:47:48 +01:00 |
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Richard Davey
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4f454a5701
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Update WebGLPipeline.js
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2021-10-12 21:47:39 +01:00 |
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Richard Davey
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3afc8b1a8e
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Flip the verts
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2021-10-12 21:47:33 +01:00 |
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Richard Davey
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2a473889dc
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Update SpriteFXPipeline.js
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2021-10-12 18:54:06 +01:00 |
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Richard Davey
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85c6c4be44
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Swap frame support added and drawSprite method
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2021-10-12 18:00:50 +01:00 |
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Richard Davey
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68c3fc4171
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Fixed resizing. Set RTs in boot.
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2021-10-12 16:09:53 +01:00 |
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Richard Davey
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6fe88aeee7
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Refactored to use existing functions where possible
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2021-10-12 13:32:39 +01:00 |
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Richard Davey
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9e9c9298eb
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Much better renderTarget handling. Sprite now draws properly. Config handling done. Need to fix bindAndDraw
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2021-10-12 01:03:45 +01:00 |
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Richard Davey
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53eb64b92b
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Added isSpriteFX property
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2021-10-12 01:03:18 +01:00 |
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Richard Davey
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904ca9f7c4
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Removed SpriteFX as you extend it, not instantiate it
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2021-10-12 01:03:04 +01:00 |
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Richard Davey
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e9d85c57ee
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Update SpriteFXPipeline.js
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2021-10-11 18:49:17 +01:00 |
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Richard Davey
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7af3693fb5
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Add SpriteFX Pipeline to const and default array
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2021-10-11 18:49:13 +01:00 |
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Richard Davey
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038ffa7b77
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Create SpriteFXPipeline.js
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2021-10-11 18:06:42 +01:00 |
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Richard Davey
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fa25b9e254
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Removed temp function
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2021-10-11 18:06:35 +01:00 |
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Richard Davey
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5c88dd8593
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Only need to set the width
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2021-10-11 17:56:26 +01:00 |
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Richard Davey
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784f722b90
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Remove, we'll handle this elsewhere
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2021-10-11 17:56:11 +01:00 |
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Richard Davey
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e26eb49769
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Update RenderTargetConfig.js
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2021-10-11 17:04:20 +01:00 |
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Richard Davey
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d32badabf5
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When defining the renderTargets in a pipeline config, you can now set optional width and height properties, which will create a Render Target of that exact size, ignoring the scale value (if also given).
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2021-10-11 17:02:36 +01:00 |
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Richard Davey
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c1430f41dc
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Testing FX padding
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2021-10-11 15:10:57 +01:00 |
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Richard Davey
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bf02aaa7ee
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Update WebGLTextureCompression.js
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2021-10-06 18:48:04 +01:00 |
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Richard Davey
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01beb898b3
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The WebGLRenderer.createTextureFromSource method now accepts the CompressedTextureData data objects and creates WebGL textures from them.
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2021-10-06 18:47:35 +01:00 |
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Richard Davey
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234ba03b35
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Update WebGLRenderer.js
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2021-10-05 18:36:50 +01:00 |
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Richard Davey
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f376958ca1
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Added getCompressedTextureName method
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2021-10-05 18:30:17 +01:00 |
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Richard Davey
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7bdb9d672f
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Added supportsCompressedTexture method
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2021-10-05 17:04:44 +01:00 |
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Richard Davey
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5a941ed509
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Expanded to support all formats
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2021-10-05 16:48:51 +01:00 |
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Richard Davey
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573dd3a14d
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Added getCompressedTextures method
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2021-10-05 16:48:42 +01:00 |
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Richard Davey
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b968e46ee2
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The Multi Pipeline now uses highp float precision by default, instead of mediump . This fixes issues with strange blue 'spots' appearing under WebGL on some Android devices. Fix #5751 #5659 #5655
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2021-09-28 15:56:54 +01:00 |
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