![]() He has built both forward rendering path and deferred rendering path pipelines for the lights as well as soft shadow support. We took inspiration from several sources but Felipe coded it all from scratch to best fit in with the v3 API. And I'm glad to say they're back and better than ever before. Ever since the original renderer tests we did with Pete way back in the mists of 2015 we had lights in there. Lights are something I've personally wanted in v3 for a long time. After concluding his tests and evaluating the features we decided to merge it into the core API and last week a brand new Game Object arrived called the Light Layer. Introducing the Light Layerįor the past couple of weeks, while I've been busy preparing the Alpha, Felipe has been working on a new v3 renderer feature in isolation from the rest of the API. In the right hands, you can make some really neat effects using this feature including effects such as 'knock out' or source-atop quite easily. This allows you to specify both the source and destination alpha as well as color, allowing for more complex blending. There is also an updated version using the blend separate function. Use the drop-down menus to alter the src and destination mix: Here's an example re-creating the classic Mr. The blend mode can use either 2 or 4 values along with the equation. All you do is call renderer.addBlendMode and pass it the mix values and the blend equation to use and it will return a blend mode index you can apply to any Game Object that supports blend modes. This is a WebGL only feature but a damned powerful one and allows you to create your own blend modes within the renderer. Here's an example of the Difference blend mode running in canvas:Īs a result of working in this part of the API I also knocked off a few tasks from our trello board including the addition of custom blend modes. So I debugged it and resolved the issue, enabling all of the canvas blend modes again. Amazingly they worked fine in WebGL, but not canvas (usually it's the other way around!). ![]() Custom Blend ModesĪs part of my tidying-up work last week I noticed that the blend modes weren't working in Canvas. It will be great to get docs added, even if only for the more stable and fixed classes as it will help you all test a lot more when it comes to the first Beta release at the end of August. I need to spend some more time evaluating them both before deciding but I spent a day cleaning up the v3 source code in preparation for this. Right now I'm trying to decide between using Sphinx JS, which is a JavaScript port of the absolutely fantastic Sphinx documentation system from the Python world, or documentation.js which looks like it will give us far more control over the output of the docs. However, when it comes to generating the actual docs from that we've far more choices than ever before. After a couple of days doing research and testing it looks as if jsdoc is still the standard way to mark-up the source. However, the tooling itself has evolved a lot. I was never very happy with the templated used in v2 but choices were limited and indeed they still are. Last week I spent some time looking at how we're going to handle documentation for v3. ![]() ![]() So please, keep the ideas and observations coming! Thanks to your feedback in the forum we've already acted upon some suggestions and v3 is definitely growing stronger as a result. From animated gifs on twitter to forum posts, it's great that even without documentation yet you're still able to pick it up and make something. On 7th August 2017 by Richard Davey Custom blend modes and the new Light Layer.Īfter releasing Phaser 3 Alpha last Monday it has been encouraging to see some of you already starting to use it.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |