phaser/src/renderer/webgl
2021-10-13 23:35:29 +01:00
..
pipelines Update SpriteFXPipeline.js 2021-10-13 18:56:41 +01:00
shaders 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
typedefs Only need to set the width 2021-10-11 17:56:26 +01:00
const.js Added new WebGL consts for easier shader configs 2020-10-28 16:14:05 +00:00
index.js Expose Render Target and WebGLShader 2020-11-06 10:59:57 +00:00
PipelineManager.js Removed SpriteFX as you extend it, not instantiate it 2021-10-12 01:03:04 +01:00
RenderTarget.js RenderTarget.resize will now Math.floor the scaled width and height as well as ensure they're not <= 0 which causes Framebuffer status: Incomplete Attachment errors. Fix #5563 2021-02-16 12:32:55 +00:00
Utils.js Don't .replace non-strings. 2020-11-05 10:08:21 +00:00
WebGLPipeline.js Removed log 2021-10-13 23:35:29 +01:00
WebGLRenderer.js The WebGLRenderer.createTextureFromSource method now accepts the CompressedTextureData data objects and creates WebGL textures from them. 2021-10-06 18:47:35 +01:00
WebGLShader.js The WebGLShader.set1fv, set2fv, set3fv, set4fv, set1iv, set2iv, set3iv, set4iv, setMatrix2fv, setMatrix3fv and setMatrix4fv methods no longer try to do array comparisons when setting the uniforms, but sets them directly. Fix #5670 2021-05-24 17:24:03 +01:00