Improved
Phaser v4.0.0 Beta 8
Changes
- Mask Filter now uses world transforms by preference when drawing the mask. This improves expected outcomes when mask objects are inside Containers.
Additions
- Extend
RenderWebGLStepto take the currently rendering object list and index as parameters. This allows render methods to know their context in the display list, which can be useful for optimizing third-party renderers.- This takes the place of
nextTypeMatchfrom Phaser v3, but is much more flexible.
- This takes the place of
- Add
DynamicTexture#capture, for rendering game objects more accurately and with greater control thandraw. - Add
CaptureFramegame object, which copies the current framebuffer to a texture when it renders. This is useful for applying post-processing prior to post.
Fixes
- Prevent
RenderTexturefrom rendering while it's rendering, thus preventing infinite loops. - Fix boundary errors on the Y axis in
TilemapGPULayershader, introduced after switching to GL standard texture orientation. - Fix
Filters#focusFilterssetting camera resolution too late, leading to unexpected results on the first frame. - Fix parent matrix application order, resolving unexpected behavior within Containers.
- Fix
FillCameranode being misaligned/missing in cameras rendering to framebuffers. - Fix errors when running a scene without the lighting plugin.
- Fixes to TypeScript documentation: thanks to SBCGames and mikuso for contributions!