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Update CHANGELOG-v3.50.md
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CHANGELOG-v3.50.md

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@@ -203,6 +203,7 @@ All of the internal functions, such as `batchQuad` and `batchSprite` have been u
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* `WebGLRenderer.setMatrix2` has been removed. Use `WebGLPipeline.setMatrix2fv` or `WebGLShader.setMatrix2fv` instead.
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* `WebGLRenderer.setMatrix3` has been removed. Use `WebGLPipeline.setMatrix3fv` or `WebGLShader.setMatrix3fv` instead.
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* `WebGLRenderer.setMatrix4` has been removed. Use `WebGLPipeline.setMatrix4fv` or `WebGLShader.setMatrix4fv` instead.
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* The `WebGLRenderer._tempMatrix1`, `_tempMatrtix2`, `_tempMatrix3` and `_tempMatrix4` properties have been removed. They were all flagged as private, yet used in lots of places. Instead, Game Objects now manager their own matrices, or use the global `GetCalcMatrix` function instead.
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### Graphics Pipeline and Graphics Game Object Changes
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@@ -777,6 +778,7 @@ Since v3.0.0 the Game Object `render` functions have received a parameter called
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* `SceneManager.start` will now reset the `SceneSystems.sceneUpdate` reference to `NOOP`. This gets set back to the Scene update method again during `bootScene` (if it has one) and stops errors with external plugins and multi-part files that may trigger `update` before `create` has been called. Fix #4629 (thanks @Osmose)
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* If the Camera has `roundPixels` set it will now round the internal scroll factors and `worldView` during the `preRender` step. Fix #4464 (thanks @Antriel)
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* `Phaser.Scene.renderer` is a new property available in every Phaser.Scene that gives you a reference to the renderer, either Canvas or WebGL.
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* The `CanvasRenderer._tempMatrix1`, `_tempMatrtix2`, `_tempMatrix3` and `_tempMatrix4` properties have been removed. They were all flagged as private, yet used in lots of places. Instead, Game Objects now manager their own matrices, or use the global `GetCalcMatrix` function instead.
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### Bug Fixes
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