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BaseCamera
has had its Alpha
component replaced with AlphaSingle
. Previously you had access to properties such as alphaTopLeft
that never worked, now it correctly has just a single alpha property (thanks @samme)Camera.scrollX
and scrollY
will now only set the Camera.dirty
flag to true
if the new value given to them is different from their current value. This allows you to use this property in your own culling functions. Fix #6088 (thanks @Waclaw-I)Camera.isSceneCamera
is a new boolean that controls if the Camera belongs to a Scene (the default), or a Texture. You can set this via the Camera.setScene
method. Once set the Camera.updateSystem
method is skipped, preventing the WebGL Renderer from setting a scissor every frame.Camera.preRender
will now apply Math.floor
instead of Math.round
to the values, keeping it consistent with the Renderer when following a sprite.roundPixels
it will now run Math.floor
on the Matrix position, preventing you from noticing 'jitters' as much when Camera following sprites in heavily zoomed Camera systems.CameraManager.getVisibleChildren
method now uses the native Array filter function, rather than a for loop. This should improve performance in some cases (thanks @JernejHabjan)Tint
and Flip
components from the Camera
class. Neither were ever used internally, or during rendering, so it was just confusing having them in the API.CameraManager.destroy
function will now remove the Scale Manager RESIZE
event listener created as part of boot
, where-as before it didn't clean it up, leading to gc issues. Fix #5791 (thanks @liuhongxuan23)PRE_RENDER
and POST_RENDER
events under the Canvas Renderer. Fix #5729 (thanks @ddanushkin)Return to the Change Log index.
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