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@@ -198,6 +198,7 @@ one set of bindings ever created, which makes things a lot cleaner.
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*`TextureTintPipeline.flush` and `TextureTintPipeline.pushBatch` have been optimized to handle zero based texture units as priority. They've also been refactored to avoid creation of empty texture batches.
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* The `WebGLRenderer.setTexture2D` method has a new optional argument `flush` which controls if the pipeline is flushed if the given texture is new, or not. This is used internally to skip flushing during an existing flush.
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* The Tilemap Layer `width` and `height` properties are now based on the tilemap tile sizes multiplied by the layer dimensions. This corrects an issue with layer sizes being wrong if you called `setBaseTileSize` on a Map.
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* The WebGLRenderer will now clear the framebuffer at the start of every render.
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### Bug Fixes
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@@ -238,6 +239,9 @@ one set of bindings ever created, which makes things a lot cleaner.
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* Changing `scaleX` or `scaleY` on a `MatterImage` or `MatterSprite` would cause the body scale to become distorted as the setters didn't use the correct factor when resetting the initial scale. Fix #4206 (thanks @YannCaron)
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*`StaticBody.reset` in Arcade Physics would ignore the `x` and `y` values given to it. If given, they're now used to reset the parent Game Object before the body is updated. Fix #4224 (thanks @samme)
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* Static Tilemap Layers wouldn't render correctly if the layer used a tileset with a different size to the base map data (set via `setBaseTileSize`). They now render correctly in WebGL and Canvas, regardless of the base tile size.
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* When using `RenderTexture.fill`, the `alpha` argument would be ignored in Canvas mode. It's now used when filling the RenderTexture.
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* Fixed an issue in `WebGLRenderer.setScissor` where it was possible to try and compare the scissor size to a non-current scissor, if called outside of the render loop (i.e. from `RenderTexture.fill`)
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*`RenderTexture.fill` in WebGL would use `gl.clear` and a clear color to try and fill the Render Texture. This only worked for full-canvas sized RenderTextures that didn't have a camera zoom applied. It has now been swapped to use the `drawFillRect` method of the Texture Tint Pipeline, allowing it to work properly regardless of camera zoom or size.
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