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Add web engine feature in release note
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- [OpenSSL](#openssl)
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- [OpenSSL](#openssl)
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- [Tizen support](#tizen-support)
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- [Tizen support](#tizen-support)
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- [Cocos2d-x JSB program debugging](#cocos2d-x-jsb-program-debugging)
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- [Cocos2d-x JSB program debugging](#cocos2d-x-jsb-program-debugging)
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- [New WebGL renderer](#new-webgl-renderer)
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- [Other changes](#other-changes)
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- [Other changes](#other-changes)
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<!-- END doctoc generated TOC please keep comment here to allow auto update -->
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<!-- END doctoc generated TOC please keep comment here to allow auto update -->
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@ -159,6 +160,7 @@ cocos new -l cpp|js|lua MyNewGame
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* upgrade Curl to v7.48
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* upgrade Curl to v7.48
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* upgrade OpenSSL to 1.0.2g
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* upgrade OpenSSL to 1.0.2g
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* can use VSCode and new Firefox to debug cocos2d-x JSB programs
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* can use VSCode and new Firefox to debug cocos2d-x JSB programs
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* refactor WebGL renderer
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## The main features in detail of Cocos2d-x v3.11
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## The main features in detail of Cocos2d-x v3.11
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@ -213,5 +215,15 @@ In previous version, can not use Firefox 30+ to debug cocos2d-x JSB programs. Th
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Of course you can use [VSCode](https://code.visualstudio.com/) to debug cocos2d-x JSB programs too. You can read about how to use VSCode to debug cocos2d-x JSB programs [here](http://discuss.cocos2d-x.org/t/use-vscode-to-debug-cocos2d-x-jsb-programs/27588).
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Of course you can use [VSCode](https://code.visualstudio.com/) to debug cocos2d-x JSB programs too. You can read about how to use VSCode to debug cocos2d-x JSB programs [here](http://discuss.cocos2d-x.org/t/use-vscode-to-debug-cocos2d-x-jsb-programs/27588).
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### New WebGL renderer
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In v3.11, we have refactored the WebGL renderer in web engine, here is the detailed changes:
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1. Activate WebGL on Android by default.
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2. Add sprite auto batching in WebGL.
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3. Shared rendering buffer for Sprites.
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Compare with old version, the draw calls in your game should be significantly reduced if the textures is well managed. This improves also the CPU usage and memory usage. The above is just a first step of WebGL renderer upgrade, we will continue to investigate in this direction in the future versions.
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## Other changes
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## Other changes
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You can also take a look at the [full changelog](https://github.com/cocos2d/cocos2d-x/blob/v3/CHANGELOG).
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You can also take a look at the [full changelog](https://github.com/cocos2d/cocos2d-x/blob/v3/CHANGELOG).
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* CURL升级到v7.48
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* CURL升级到v7.48
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* OpenSSL升级到v1.0.2g
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* OpenSSL升级到v1.0.2g
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* 可以使用VSCode或者新版本的Firefox调试JSB程序
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* 可以使用VSCode或者新版本的Firefox调试JSB程序
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* 全面升级 WebGL 渲染器
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## 主要特性的详细介绍
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## 主要特性的详细介绍
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使用新的内存模型后,开发者不需要关心对象的声明周期。这就意味着不需要在JS代码里手动调用`retain/release`函数。
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使用新的内存模型后,开发者不需要关心对象的声明周期。这就意味着不需要在JS代码里手动调用`retain/release`函数。
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不过该内存模型默认是关闭的。虽然我们已经做了很多的测试,但是还是无法保证它没有任何问题,所以你需要手动开启该功能,开启的方法是在`base/ccConfig.h`里把`CC_ENABLE_GC_FOR_NATIVE`的值改为1:
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不过该内存模型默认是关闭的。虽然我们已经做了很多的测试,目前没有发现任何问题,但是保险起见,你需要手动开启该功能,开启的方法是在`base/ccConfig.h`里把`CC_ENABLE_GC_FOR_NATIVE`的值改为1:
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```c++
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```c++
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#ifdef CC_ENABLE_SCRIPT_BINDING
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#ifdef CC_ENABLE_SCRIPT_BINDING
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@ -61,5 +62,15 @@ v3.11版本之前,不能使用Firefox 30+版本来调试cocos2d-x JSB程序。
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当然你也可以使用[VSCode](https://code.visualstudio.com/)来调试,具体的使用方法参考[这篇文档](http://discuss.cocos2d-x.org/t/use-vscode-to-debug-cocos2d-x-jsb-programs/27588)。
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当然你也可以使用[VSCode](https://code.visualstudio.com/)来调试,具体的使用方法参考[这篇文档](http://discuss.cocos2d-x.org/t/use-vscode-to-debug-cocos2d-x-jsb-programs/27588)。
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### 全面升级 WebGL 渲染器
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在v3.11中,为了提升性能,我们重构了WebGL渲染器,下面是几项重要的改进:
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1. 在 Android 浏览器上默认开启 WebGL(支持的话)
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2. WebGL 模式下自动批处理 Sprite
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3. Sprite 共享全局的渲染数据缓存,并减少 GL 函数调用
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在这些优化后,与旧版本相比,合并贴图后的游戏中draw call数量将得到显著的降低。不仅如此,v3.11中的CPU使用率和内存使用也都得到了降低。在我们的bunnymark测试中,v3.11相比之前的版本有4倍以上的渲染性能提升。当然,这是我们对WebGL渲染器做的第一步升级,在后续版本中,WebGL渲染器还将得到持续优化。
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## 其他改动
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## 其他改动
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更完整的改动列表可以阅读[full changelog](https://github.com/cocos2d/cocos2d-x/blob/v3/CHANGELOG)。
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更完整的改动列表可以阅读[full changelog](https://github.com/cocos2d/cocos2d-x/blob/v3/CHANGELOG)。
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