Return to the Change Log index.
Due to all of the changes with how WebGL texture batching works a lot of mostly internal methods and properties have been removed. This is the complete list:
WebGLRenderer.currentActiveTexture
property has been removed.WebGLRenderer.startActiveTexture
property has been removed.WebGLRenderer.tempTextures
property has been removed.WebGLRenderer.textureZero
property has been removed.WebGLRenderer.normalTexture
property has been removed.WebGLRenderer.textueFlush
property has been removed.WebGLRenderer.isTextureClean
property has been removed.WebGLRenderer.setBlankTexture
method has been removed.WebGLRenderer.setTextureSource
method has been removed.WebGLRenderer.isNewNormalMap
method has been removed.WebGLRenderer.setTextureZero
method has been removed.WebGLRenderer.clearTextureZero
method has been removed.WebGLRenderer.setNormalMap
method has been removed.WebGLRenderer.clearNormalMap
method has been removed.WebGLRenderer.unbindTextures
method has been removed.WebGLRenderer.resetTextures
method has been removed.WebGLRenderer.setTexture2D
method has been removed.WebGLRenderer.pushFramebuffer
method has had the resetTextures
argument removed.WebGLRenderer.setFramebuffer
method has had the resetTextures
argument removed.WebGLRenderer.popFramebuffer
method has had the resetTextures
argument removed.WebGLRenderer.deleteTexture
method has had the reset
argument removed.Textures.TextureSource.glIndex
property has been removed.Textures.TextureSource.glIndexCounter
property has been removed.Previously, WebGLRenderer.whiteTexture
and WebGLRenderer.blankTexture
had a data-type of WebGLTexture
but they were actually Phaser.Textures.Frame
instances. This has now been corrected and the two properties are now actually WebGLTexture
instances, not Frames. If your code relies on this mistake being present, please adapt it.
RenderTarget
class will now create a Framebuffer that includes a Depth Stencil Buffer attachment by default. Previously, it didn't. By attaching a stencil buffer it allows things like Geometry Masks to work in combination with Post FX and other Pipelines. Fix #5802 (thanks @mijinc0)PipelineManager.clear
and rebind
it will now check if the vao extension is available, and if so, it'll bind a null vertex array. This helps clean-up from 3rd party libs that don't do this directly, such as ThreeJS.mipmapFilter
property in the Game Config now defaults to '' (an empty string) instead of 'LINEAR'. The WebGLRenderer has been updated so that it will no longer create mipmaps at all with a default config. This potential saves a lot of VRAM (if your game has a lot of power-of-two textures) where before it was creating mipmaps that may never have been used. However, you may notice scaling doesn't look as crisp as it did before if you were using this feature without knowing it. To get it back, just add mipmapFilter: 'LINEAR'
to your game config. Remember, as this is WebGL1 it only works with power-of-two sized textures.WebGLPipeline.vertexAvailable
is a new method that returns the number of vertices that can be added to the current batch before it will trigger a flush.UtilityPipeline.blitFrame
has a new optional boolean parameter flipY
which, if set, will invert the source Render Target while drawing it to the destination Render Target.WebGLPipeline.setBoolean
is a new method that allows you to set a boolean uniform on a shader.shaders/Mobile.vert
and shaders/Mobile.frag
are the two shaders used for the Mobile Pipeline.PipelineManager#MOBILE_PIPELINE
is a new constant-style reference to the Mobile Pipeline instance.autoMobilePipeline
is a new Game Configuration boolean that toggles if the Mobile Pipeline should be automatically deployed, or not. By default it is enabled, but you can set it to false
to force use of the Multi Tint pipeline (or if you need more advanced conditions to check when to enable it)defaultPipeline
is a new Game Configuration property that allows you to set the default Game Object Pipeline. This is set to Multi Tint as standard, but you can set it to your own pipeline from this value.PipelineManager.default
is a new propery that is used by most Game Objects to determine which pipeline they will init with.PipelineManager.setDefaultPipeline
is a new method that allows you to change the default Game Object pipeline. You could use this to allow for more fine-grained conditional control over when to use Multi or Mobile (or another pipeline)PipelineManager.boot
method is now passed the default pipeline and auto mobile setting from the Game Config.batchLine
method in the Multi Pipeline will now check to see if the dxdy len is zero, and if so, it will abort drawing the line. This fixes issues on older Android devices, such as the Samsung Galaxy S6 or Kindle 7, where it would draw erroneous lines leading up to the top-left of the canvas under WebGL when rendering a stroked rounded rectangle. Fix #5429 (thanks @fkoch-tgm @sreadixl)Multi.frag
shader now uses a highp
precision, or mediump
if the device doesn't support it (thanks @arbassic)WebGL.Utils.checkShaderMax
function will no longer use a massive if/else glsl shader check and will instead rely on the value given in gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS)
.GenerateSrc
has been removed as it's no longer required internally.batchSprite
, batchTexture
, batchTextureFrame
and batchFillRect
would all make heavy use of the TransformMatrix.getXRound
and getYRound
methods, which in turn called getX
and getY
and applied optional rounding to them. This is all now handled by one single function (setQuad
) with no branching, meaning rendering one single sprite has cut down 16 function calls and 48 getters to just 1 function.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 (thanks @actionmoon @DuncanPriebe @ddanushkin)outTintEffect
attribute meaning the Light Pipeline will now correctly light both tinted and fill-tinted Game Objects. Fix #5452 (thanks @kainage)maxLights
copies of the Light shader on boot. Previously it would then pick which shader to use, based on the number of visible lights in the Scene. Now, the number of lights is passed to the shader and branches accordingly. This means rather than compiling n shaders on boot, it now only ever needs to create one.Light.frag
shader now uses a new uLightCount
uniform to know when to stop iterating through the max lights.LightPipeline.LIGHT_COUNT
constant has been removed as it's not used internally.LightPipeline
previous created a global level temporary vec2 for calculations. This is now part of the class as the new tempVec2
property.TextureManager.addSpriteSheet
method has been updated to take an optional dataSource
parameter and the SpriteSheetFile.addToCache
method has been rewritten to handle normal maps as well.The WebGL Graphics Pipeline has been removed. This pipeline wasn't used in v3.55, as all Graphics rendering is handled by the MultiTint pipeline, for better batching support. No Phaser Game Objects use the Graphics pipeline any longer, so to save space it has been removed and is no longer installed by the Pipeline Manager.
In order to add clarity in the codebase we have created a new PostPipeline
Component and moved all of the relevant functions from the Pipeline
component in to it. This leads to the following changes:
PostPipeline
is a new Game Object Component that is now inherited by all Game Objects that are capable of using it.PostPipeline
component now have a new property called postPipelineData
. This object is used for storing Post Pipeline specific data in. Previously, both regular and post pipelines used the same pipelineData
object, but this has now been split up for flexibility.Pipeline.resetPipeline
method no longer has its first resetPostPipelines
argument. It now has just one argument resetData
so please be aware of this if you call this function anywhere in your code.PostPipeline.initPostPipeline
is a new method that should be called by any Game Object that supports Post Pipelines.PostPipeline
Component exclusively: Container
and Layer
.Text
, TileSprite
and RenderTexture
Game Objects would call the pre and post batch functions twice by mistake, potentially applying a post fx twice to them.Renderer.Snapshot.WebGL
function has had its first parameter changed from an HTMLCanvasElement
to a WebGLRenderingContext
. This is now passed in from the snapshot
methods inside the WebGL Renderer. The change was made to allow it to work with WebGL2 custom contexts (thanks @andymikulski)WebGLSnapshot
will now flip the pixels in the created Image element if the source was a framebuffer. This means grabbing a snapshot from a Dynamic or Render Texture will now correctly invert the pixels on the y axis for an Image. Grabbing from the game renderer will skip this.WebGLRenderer.snapshotFramebuffer
and by extension, the snapshot methods in Dynamic Textures and Render Textures, has been updated to ensure that the width and height never exceed the framebuffer dimensions, or it'll cause a runtime error. The method snapshotArea
has had this limitation removed as a result, allowing you to snapshot areas that are larger than the Canvas. Fix #5707 (thanks @teng-z)WebGLSnapshot
and CanvasSnapshot
will now Math.floor the width/height values to ensure no sub-pixel dimensions, which corrupts the resulting texture. Fix #6099 (thanks @orjandh)CONTEXT_RESTORED
Game Event has been removed and the WebGL Renderer no longer listens for the contextrestored
DOM event, or has a contextRestoredHandler
method. This never actually worked properly, in any version of Phaser 3 - although the WebGLRenderer would be restored, none of the shaders, pipelines or textures were correctly re-created. If a context is now lost, Phaser will display an error in the console and all rendering will halt. It will no longer try to re-create the context, leading to masses of WebGL errors in the console. Instead, it will die gracefully and require a page reload.Text
and TileSprite
Game Objects no longer listen for the CONTEXT_RESTORED
event and have had their onContextRestored
methods removed.WebGLShader.fragSrc
is a new property that holds the source of the fragment shader.WebGLShader.vertSrc
is a new property that holds the source of the vertex shader.WebGLShader#.createProgram
is a new method that will destroy and then re-create the shader program based on the given (or stored) vertex and fragment shader source.WebGLShader.setBoolean
is a new method that allows you to set a boolean uniform on a shader.Return to the Change Log index.
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