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Copy file name to clipboardExpand all lines: CHANGELOG.md
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@@ -24,6 +24,7 @@ All of the internal functions, such as `batchQuad` and `batchSprite` have been u
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* The Blitter Game Object WebGL Renderer function has been updated to support multi-texture units.
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* The Bitmap Text Game Object WebGL Renderer function has been updated to support multi-texture units.
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* The Dynamic Bitmap Text Game Object WebGL Renderer function has been updated to support multi-texture units.
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* The Particle Emitter Game Object WebGL Renderer function has been updated to support multi-texture units.
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* The Texture Tint vertex and fragment shaders have been updated to support the `inTexId` float attribute and dynamic generation.
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* The Texture Tint Pipeline has a new attribute, `inTexId` which is a `gl.FLOAT`.
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*`TextureTintPipeline.bind` is a new method that sets the `uMainSampler` uniform.
@@ -36,6 +37,9 @@ All of the internal functions, such as `batchQuad` and `batchSprite` have been u
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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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*`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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