Richard Davey
48c0ba26c2
Better flush handling
2020-10-28 17:40:06 +00:00
Richard Davey
c5b538afcd
Added the new Graphics Pipeline
2020-10-28 17:39:54 +00:00
Richard Davey
d6ecea8d4d
Use the new attributes format
2020-10-28 17:39:31 +00:00
Richard Davey
60c834e2c8
Use the new Graphics Pipeline
2020-10-28 17:39:06 +00:00
Richard Davey
92c365a881
Removed all Graphics methods and related properties.
2020-10-28 16:53:31 +00:00
Richard Davey
4ba2b0eb7b
All swapped to using renderer matrices to make pipelines smaller
2020-10-28 16:52:59 +00:00
Richard Davey
327b31d561
Update CHANGELOG-v3.50.md
2020-10-28 16:16:01 +00:00
Richard Davey
8c6e67ecfc
Added attributes and other shader specific properties and methods
2020-10-28 16:15:56 +00:00
Richard Davey
e52def85be
All vertex values now set during boot, after shaders are created. Added batchQuad/Tri methods.
2020-10-28 16:15:35 +00:00
Richard Davey
389b480777
Using new easier attribute config + moved some methods to WebGLPipeline
2020-10-28 16:15:09 +00:00
Richard Davey
15d8eabf17
Single pipeline updated so it can easily extend Multi now
2020-10-28 16:14:42 +00:00
Richard Davey
93b1775aaa
Added new WebGL consts for easier shader configs
2020-10-28 16:14:05 +00:00
Richard Davey
9aeb765696
Updated type defs
2020-10-28 16:13:46 +00:00
Richard Davey
120f2c87cb
The WebGL.Utils.getComponentCount
function has been removed as this is no longer required internally.
2020-10-28 16:13:29 +00:00
Richard Davey
8a042cc7c0
Update CHANGELOG-v3.50.md
2020-10-27 18:06:57 +00:00
Richard Davey
4b3cc7145e
Testing new pipelineData object.
2020-10-27 18:06:53 +00:00
Richard Davey
88d2ecd760
Pipeline passes attributes off to Shader. Also fixed multi-shader setup.
2020-10-27 18:06:45 +00:00
Richard Davey
39c77f431f
Flush here, rather than in renderer
2020-10-27 18:06:28 +00:00
Richard Davey
a5d6016e64
Move sequence so the renderer is clean
2020-10-27 18:06:13 +00:00
Richard Davey
f42f0ce0d6
Shader needs attributes
2020-10-27 18:06:00 +00:00
Richard Davey
8092460ce7
Docs update
2020-10-27 18:05:47 +00:00
Richard Davey
962c900e5a
* Utils.Object.DeepCopy
is a new function that will recursively deep copy an array of object.
2020-10-27 18:05:41 +00:00
Richard Davey
e2c36e1fb5
Update CHANGELOG-v3.50.md
2020-10-27 14:41:46 +00:00
Richard Davey
7b5d6076b2
Added max size value
2020-10-27 14:41:43 +00:00
Richard Davey
f50560eba8
The WebGLRenderer.getMaxTextures
method has been removed. This is no longer needed as you can use the WebGLRenderer.maxTextures
property instead.
2020-10-27 14:36:43 +00:00
Richard Davey
98e85173c3
Update CHANGELOG-v3.50.md
2020-10-27 14:05:52 +00:00
Richard Davey
93b569c5ca
Look-up based on string or instance
2020-10-27 14:05:48 +00:00
Richard Davey
ba9b837739
You can now pass a pipeline instance to the GameObject.setPipeline
method, as well as a string.
2020-10-27 14:05:37 +00:00
Richard Davey
d670edd708
No need to reference via game
2020-10-27 13:55:27 +00:00
Richard Davey
ef1ddb29d9
Improved docs
2020-10-27 13:55:09 +00:00
Richard Davey
b67c67b063
Update CHANGELOG-v3.50.md
2020-10-27 13:45:02 +00:00
Richard Davey
59a215d643
* Types.Core.PipelineConfig
is a new configuration object that you can set in the Game Config under the pipeline
property. It allows you to define custom WebGL pipelines as part of the Game Config, so they're automatically installed and ready for use by all Scenes in your game. You can either set the pipeline
object, or set it under the render
sub-config.
2020-10-27 13:44:58 +00:00
Richard Davey
7e30ff32be
Phaser.Scene.renderer
is a new property available in every Phaser.Scene that gives you a reference to the renderer, either Canvas or WebGL.
2020-10-27 13:42:45 +00:00
Richard Davey
9ea889d0c5
Update CHANGELOG-v3.50.md
2020-10-27 12:26:04 +00:00
Richard Davey
98b4319436
Bind needs to return this
2020-10-27 12:26:01 +00:00
Richard Davey
4ebdc637a9
Tidied up method flow
2020-10-27 12:25:53 +00:00
Richard Davey
d2c025e38a
Added target fbo and all of the shader setters back in
2020-10-27 12:25:42 +00:00
Richard Davey
4f0ebfabcb
Update CHANGELOG-v3.50.md
2020-10-27 11:38:39 +00:00
Richard Davey
b278916b3e
No need to reset during destroy
2020-10-27 11:38:34 +00:00
Richard Davey
2b3863272e
Removed 'nativeTextures' and added new reset parameter
...
* The `WebGLRenderer.nativeTextures` array has been removed and any WebGLTextures created by the renderer are no longer stored within it. All WebGLTexture instances are stored in the `TextureSource` objects anyway, or by local classes such as RenderTexture, so there was no need to have another array taking up memroy.
* The `WebGLRenderer.deleteTexture` method has a new optional boolean parameter `reset` which allows you to control if the `WebGLRenderer.resetTextures` method is called, or not, after the texture is deleted.
2020-10-27 11:38:21 +00:00
Richard Davey
efbc256a1f
Added target fbo
2020-10-26 17:13:24 +00:00
Richard Davey
3c7062ca6a
Common strings.
2020-10-26 17:00:23 +00:00
Richard Davey
bc34d01535
Update WebGLPipeline.js
2020-10-26 15:19:21 +00:00
Richard Davey
1e80f53f1d
Better docs
2020-10-26 15:00:25 +00:00
Richard Davey
7c929e52bc
Finished method docs and added clone
2020-10-26 15:00:17 +00:00
Richard Davey
ec4751ddc6
Finished all method docs
2020-10-26 15:00:07 +00:00
Richard Davey
8e43328ff8
Update CHANGELOG-v3.50.md
2020-10-26 14:24:18 +00:00
Richard Davey
55cbda85b8
Removed debug code
2020-10-26 14:24:15 +00:00
Richard Davey
f87bd7d384
Removed all of the shader setters. This should be done via the WebGLShader class now.
2020-10-26 14:24:06 +00:00
Richard Davey
4806224097
Update CHANGELOG-v3.50.md
2020-10-26 14:05:53 +00:00