phaser/src
Richard Davey b0ce81bec0 Multiple Batched Texture support is now available. This is a WebGL feature that can seriously decrease the volume of draw calls made in complex, or asset heavy, games. To enable it you can either use the new renderer type Phaser.WEBGL_MULTI, or you can pass the property multiTexture: true in a Phaser.Game configuration object. Once enabled, it cannot be disabled.
`game.renderer.setTexturePriority` is the method that goes with the Multiple Texture support. It takes an array as its single argument. The array consists of Phaser.Cache image key strings. Phaser will then try to batch as many of the textures as it can, depending on the hardware limits. If for example the GPU can only batch 8 textures, and you provide an array of 16, then only the first 8 in the array will be batched.
2016-09-19 23:31:32 +01:00
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animation Large batch of jshint fixes. 2016-08-25 13:03:41 +01:00
core Multiple Batched Texture support is now available. This is a WebGL feature that can seriously decrease the volume of draw calls made in complex, or asset heavy, games. To enable it you can either use the new renderer type Phaser.WEBGL_MULTI, or you can pass the property multiTexture: true in a Phaser.Game configuration object. Once enabled, it cannot be disabled. 2016-09-19 23:31:32 +01:00
gameobjects Merge branch 'renderer-updates' into multitexture-gl 2016-09-08 19:21:26 -03:00
geom Merge pull request #2729 from samme/line-fromSprite-center 2016-09-07 23:16:01 +01:00
input Large batch of jshint fixes. 2016-08-25 13:03:41 +01:00
loader jshint fixes. 2016-09-19 22:28:25 +01:00
math Optimised Math.getShortestAngle. 2016-07-29 03:58:25 +01:00
net Large batch of jshint fixes. 2016-08-25 13:03:41 +01:00
particles Merge pull request #2187 from BdR76/patch-1 2016-04-06 01:28:49 +01:00
physics Merge pull request #2728 from samme/issue-2720 2016-09-07 23:27:34 +01:00
pixi Multiple Batched Texture support is now available. This is a WebGL feature that can seriously decrease the volume of draw calls made in complex, or asset heavy, games. To enable it you can either use the new renderer type Phaser.WEBGL_MULTI, or you can pass the property multiTexture: true in a Phaser.Game configuration object. Once enabled, it cannot be disabled. 2016-09-19 23:31:32 +01:00
plugins Weapon.multiFire is a new property that allows you to set a Weapon as being allowed to call fire as many times as you like, per game loop. This allows a single Weapon instance to fire multiple bullets. 2016-09-08 01:42:19 +01:00
sound Preparing for 2.6.2 release. 2016-08-22 12:31:02 +01:00
stubs SoundManager.muteOnPause is a new boolean that allows you to control if the Sound system gets muted automatically when a Phaser game pauses, such as when it loses focus. You may need to set this to false if you wish to control the audio system from outside of your Phaser game, i.e. from DOM buttons or similar (#2382) 2016-04-06 02:09:22 +01:00
tilemap Preparing for 2.6.2 release. 2016-08-22 12:31:02 +01:00
time Experimenting with new MainLoop + position interpolation. (reverted from commit e49d45e278) 2016-07-13 02:44:35 +01:00
tween Tween.update wouldn't dispatch an onLoop signal for Tweens with just one child, such as those created via Tween.to with -1 as the repeat value (thanks @ForgeableSum #2407) 2016-04-05 01:11:50 +01:00
utils Updated the pointer check code in the Device class, to get rid of the message Navigator.pointerEnabled is a non-standard API added for experiments only. It will be removed in near future. in Chrome. 2016-09-19 23:10:42 +01:00
Intro.js 2015 - 2016. 2016-04-04 22:16:16 +01:00
Outro.js 2015 - 2016. 2016-04-04 22:16:16 +01:00
Phaser.js Multiple Batched Texture support is now available. This is a WebGL feature that can seriously decrease the volume of draw calls made in complex, or asset heavy, games. To enable it you can either use the new renderer type Phaser.WEBGL_MULTI, or you can pass the property multiTexture: true in a Phaser.Game configuration object. Once enabled, it cannot be disabled. 2016-09-19 23:31:32 +01:00
PixiDefaults.js 2015 - 2016. 2016-04-04 22:16:16 +01:00
polyfills.js Large batch of jshint fixes. 2016-08-25 13:03:41 +01:00