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

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@@ -264,7 +264,7 @@ As a result of these changes the following features are no longer available:
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* `Graphics._tempMatrix1`, 2 and 3 have been removed. They're not required internally any longer.
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* `Graphics.renderWebGL` now uses the standard `GetCalcMatrix` function, cutting down on duplicate code significantly.
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### Render Texture Game Object Changes
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### Render Texture Game Object - New Features, API Changes and Bug Fixes
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The Render Texture Game Object has been rewritten to use the new `RenderTarget` class internally, rather than managing its own framebuffer and gl textures directly. The core draw methods are now a lot simpler and no longer require manipulating render pipelines.
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* The `RenderTexture.glTexture` property has been removed. You can now access this via `RenderTexture.renderTarget.texture`.
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* The `RenderTexture.gl` property has been removed.
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Render Textures have the following new features:
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* `RenderTexture.beginDraw` is a new method that allows you to create a batched draw to the Render Texture. Use this method to begin the batch.
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* `RenderTexture.batchDraw` is a new method that allows you to batch the drawing of an object to the Render Texture. You should never call this method unless you have previously started a batch with `beginDraw`. You can call this method as many times as you like, to draw as many objects as you like, without causing a framebuffer bind.
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* `RenderTexture.batchDrawFrame` is a new method that allows you to batch the drawing of a texture frame to the Render Texture. You should never call this method unless you have previously started a batch with `beginDraw`. You can call this method as many times as you like, to draw as many frames as you like, without causing a framebuffer bind.
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* `RenderTexture.endDraw` is a new method that ends a previously created batched draw on the Render Texture. Use it to write all of your batch changes to the Render Texture.
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* You can now draw a `Group` to a `RenderTexture`. Previously, it failed to pass the camera across, resulting in none of the Group children being drawn. Fix #5330 (thanks @somnolik)
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Render Textures have the following bug fixes:
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* `RenderTexture.resize` (which is called from `setSize`) wouldn't correctly set the `TextureSource.glTexture` property, leading to `bindTexture: attempt to use a deleted object` errors under WebGL.
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* `RenderTexture.fill` would fail to fill the correct area under WebGL if the RenderTexture wasn't the same size as the Canvas. It now fills the given region properly.
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### Light Pipeline Changes
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The Light Pipeline (previously called the Forward Diffuse Light Pipeline), which is responsible for rendering lights under WebGL, has been rewritten to work with the new Multi Pipeline features. Lots of redundant code has been removed and the following changes and improvements took place:
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### Bug Fixes
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* `RenderTexture.resize` (which is called from `setSize`) wouldn't correctly set the `TextureSource.glTexture` property, leading to `bindTexture: attempt to use a deleted object` errors under WebGL.
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* `RenderTexture.fill` would fail to fill the correct area under WebGL if the RenderTexture wasn't the same size as the Canvas. It now fills the given region properly.
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* The `MatterAttractors` plugin, which enables attractors between bodies, has been fixed. The original plugin only worked if the body with the attractor was _first_ in the world bodies list. It can now attract any body, no matter where in the world list it is. Fix #5160 (thanks @strahius)
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* The `KeyboardManager` and `KeyboardPlugin` were both still checking for the `InputManager.useQueue` property, which was removed several versions ago.
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* In Arcade Physics, Dynamic bodies would no longer hit walls when riding on horizontally moving platforms. The horizontal (and vertical) friction is now re-applied correctly in these edge-cases. Fix #5210 (thanks @Dercetech @samme)
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* Creating a Bitmap Mask from a texture atlas that was then used to mask another Game Object also using that same texture atlas would throw the error `GL_INVALID_OPERATION : glDrawArrays: Source and destination textures of the draw are the same.`. It now renders as expected. Fix #4675 (thanks @JacobCaron)
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* When using the same asset for a Game Object to be used as a mask, it would make other Game Objects using the same asset, that appeared above the mask in the display list, to not render. Fix #4767 (thanks @smjnab)
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* When taking a `snapshot` in WebGL it would often have an extra line of empty pixels at the top of the resulting image, due to a rounding error in the `WebGLSnapshot` function. Fix #4956 (thanks @gammafp @telinc1)
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* You can now draw a `Group` to a `RenderTexture`. Previously, it failed to pass the camera across, resulting in none of the Group children being drawn. Fix #5330 (thanks @somnolik)
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* `Particles.EmitterOp.setMethods` will now reset both `onEmit` and `onUpdate` to their default values. This allows you to reconfigure an emitter op with a new type of value and not have it stuck on the previous one. Fix #3663 (thanks @samme)
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* `Particles.EmitterOp` now cleanly separates between the different types of property configuration options. `start | end` will now ease between the two values, `min | max` will pick a random value between them and `random: []` will pick a random element. They no longer get mixed together. Fix #3608 (thanks @samme)
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* When setting both `transparent: true` and `backgroundColor` in the Game Config, it would ignore the transparency and use the color anyway. If transparent, the game is now fully transparent. Fix #5362 (thanks @Hoshinokoe)

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