Commit graph

1009 commits

Author SHA1 Message Date
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
Richard Davey
c4c5453dfb Removed log 2021-10-13 23:35:29 +01:00
Richard Davey
fd54fa741c Update SpriteFXPipeline.js 2021-10-13 18:56:41 +01:00
Richard Davey
635e7283d5 Added buffer to setVertexBuffer and setShader 2021-10-13 18:56:31 +01:00
Richard Davey
0bf366a096 Update SpriteFXPipeline.js 2021-10-13 13:04:08 +01:00
Richard Davey
803d71469e Fixed the vert and uv handling 2021-10-12 21:47:48 +01:00
Richard Davey
4f454a5701 Update WebGLPipeline.js 2021-10-12 21:47:39 +01:00
Richard Davey
3afc8b1a8e Flip the verts 2021-10-12 21:47:33 +01:00
Richard Davey
2a473889dc Update SpriteFXPipeline.js 2021-10-12 18:54:06 +01:00
Richard Davey
85c6c4be44 Swap frame support added and drawSprite method 2021-10-12 18:00:50 +01:00
Richard Davey
68c3fc4171 Fixed resizing. Set RTs in boot. 2021-10-12 16:09:53 +01:00
Richard Davey
6fe88aeee7 Refactored to use existing functions where possible 2021-10-12 13:32:39 +01:00
Richard Davey
9e9c9298eb Much better renderTarget handling. Sprite now draws properly. Config handling done. Need to fix bindAndDraw 2021-10-12 01:03:45 +01:00
Richard Davey
53eb64b92b Added isSpriteFX property 2021-10-12 01:03:18 +01:00
Richard Davey
904ca9f7c4 Removed SpriteFX as you extend it, not instantiate it 2021-10-12 01:03:04 +01:00
Richard Davey
e9d85c57ee Update SpriteFXPipeline.js 2021-10-11 18:49:17 +01:00
Richard Davey
7af3693fb5 Add SpriteFX Pipeline to const and default array 2021-10-11 18:49:13 +01:00
Richard Davey
038ffa7b77 Create SpriteFXPipeline.js 2021-10-11 18:06:42 +01:00
Richard Davey
fa25b9e254 Removed temp function 2021-10-11 18:06:35 +01:00
Richard Davey
5c88dd8593 Only need to set the width 2021-10-11 17:56:26 +01:00
Richard Davey
784f722b90 Remove, we'll handle this elsewhere 2021-10-11 17:56:11 +01:00
Richard Davey
e26eb49769 Update RenderTargetConfig.js 2021-10-11 17:04:20 +01:00
Richard Davey
d32badabf5 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). 2021-10-11 17:02:36 +01:00
Richard Davey
c1430f41dc Testing FX padding 2021-10-11 15:10:57 +01:00
Richard Davey
bf02aaa7ee Update WebGLTextureCompression.js 2021-10-06 18:48:04 +01:00
Richard Davey
01beb898b3 The WebGLRenderer.createTextureFromSource method now accepts the CompressedTextureData data objects and creates WebGL textures from them. 2021-10-06 18:47:35 +01:00
Richard Davey
234ba03b35 Update WebGLRenderer.js 2021-10-05 18:36:50 +01:00
Richard Davey
f376958ca1 Added getCompressedTextureName method 2021-10-05 18:30:17 +01:00
Richard Davey
7bdb9d672f Added supportsCompressedTexture method 2021-10-05 17:04:44 +01:00
Richard Davey
5a941ed509 Expanded to support all formats 2021-10-05 16:48:51 +01:00
Richard Davey
573dd3a14d Added getCompressedTextures method 2021-10-05 16:48:42 +01:00
Richard Davey
b968e46ee2 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 2021-09-28 15:56:54 +01:00