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Update CHANGELOG.md
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CHANGELOG.md

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@@ -34,36 +34,39 @@ All of the internal functions, such as `batchQuad` and `batchSprite` have been u
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* The `TextureTintPipeline.batches` property has been removed, as it's no longer required.
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* `TextureTintPipeline.flush` has been rewritten to support multi-textures.
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* `TextureTintPipeline.flush` no longer creates a sub-array if the batch is full, but instead uses `bufferData` for speed.
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* `TextureTintPipeline.currentUnit` is a new property that holds the most recently assigned texture unit. Treat as read-only.
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* `WebGLPipeline.currentUnit` is a new property that holds the most recently assigned texture unit. Treat as read-only.
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* `WebGLRenderer.setTextureSource` is a new method, used by pipelines and Game Objects, that will assign a texture unit to the given Texture Source.
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* The `WebGLRenderer.setTexture2D` method has been updated to use the new texture unit assignment. It no longer takes the `textureUnit` or `flush` parameters and these have been removed from its method signature.
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* `WebGLRenderer.setTextureZero` is a new method that activates texture zero and binds the given texture to it. Useful for fbo backed game objects.
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* `WebGLRenderer.clearTextureZero` is a new method that clears the texture tha was bound to unit zero.
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* `WebGLRenderer.textureZero` is a new property that holds the currently bound unit zero texture.
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* `TextureTintPipeline.batchSprite` and `batchTexture` has new parameters `forceZero` which forces use of texture unit zero.
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* `WebGLRenderer.normalTexture` is a new property that holds the currently bound normal map (texture unit one).
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* `WebGLRenderer.setNormalMap` is a new method that sets the current normal map texture.
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* `WebGLRenderer.clearNormalMap` is a new method that clears the current normal map texture.
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* `WebGLRenderer.resetTextures` is a new method that flushes the pipeline, resets all textures back to the temporary ones and resets the active texture counter.
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* `WebGLPipeline.boot` will now check all of the attributes and store the pointer location within the attribute entry.
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* `WebGLPipeline.bind` no longer looks-up and enables every attribute, every frame. Instead it uses the cached pointer location stored in the attribute entry, cutting down on redundant WebGL operations.
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* `WebGLRenderer.isNewNormalMap` is a new method that returns a boolean if the given parameters are not currently used.
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### Forward Diffuse Light Pipeline API Changes
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This Light2D pipeline, which is responsible for rendering lights under WebGL, has been rewritten to work with the new Texture Tint Pipeline functions. Lots of redundant code has been removed and the following changes and improvements took place:
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* The pipeline now works with Game Objects that do not have a normal map. They will be rendered using the new default normal map, which allows for a flat light effect to pass over them and merge with their diffuse map colors.
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* Fixed a bug in the way lights were handled that caused Tilemaps to render one tile at a time, causing massive slow down. They're now batched properly, making a combination of lights and tilemaps possible again.
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* The Bitmap Text (Static and Dynamic) Game Objects now support rendering with normal maps.
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* The Graphics Game Objects now support rendering in Light2d. You can even use normal map textures for the texture fills.
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* The pipeline will no longer look-up and set all of the light uniforms unless the `Light` is dirty.
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* The pipeline will no longer reset all of the lights unless the quantity of lights has changed.
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* The `ForwardDiffuseLightPipeline.defaultNormalMap` property has changed, it's now an object with a `glTexture` property that maps to the pipelines default normal map.
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* The `ForwardDiffuseLightPipeline.boot` method has been changed to now generate a default normal map.
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* The `ForwardDiffuseLightPipeline.onBind` method has been removed as it's no longer required.
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* The `ForwardDiffuseLightPipeline.setNormalMap` method has been removed as it's no longer required.
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* The `ForwardDiffuseLightPipeline.bind` is a new method that handles setting-up the shader uniforms.
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* `ForwardDiffuseLightPipeline.bind` is a new method that handles setting-up the shader uniforms.
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* The `ForwardDiffuseLightPipeline.batchTexture` method has been rewritten to use the Texture Tint Pipeline function instead.
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* The `ForwardDiffuseLightPipeline.batchSprite` method has been rewritten to use the Texture Tint Pipeline function instead.
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* The `ForwardDiffuseLightPipeline.lightCount` is a new property that stores the previous number of lights rendered.
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* `ForwardDiffuseLightPipeline.lightCount` is a new property that stores the previous number of lights rendered.
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* `ForwardDiffuseLightPipeline.getNormalMap` is a new method that will look-up and return a normal map for the given object.
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### Lights
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