diff --git a/src/renderer/webgl/renderNodes/BatchHandlerQuad.js b/src/renderer/webgl/renderNodes/BatchHandlerQuad.js index f07a4df73..163a428c2 100644 --- a/src/renderer/webgl/renderNodes/BatchHandlerQuad.js +++ b/src/renderer/webgl/renderNodes/BatchHandlerQuad.js @@ -38,7 +38,7 @@ var BatchHandlerQuad = new Class({ * The default configuration object for this handler. * This is merged with the `config` object passed in the constructor. * - * @name Phaser.Renderer.WebGL.RenderNodes.BatchHandler#defaultConfig + * @name Phaser.Renderer.WebGL.RenderNodes.BatchHandlerQuad#defaultConfig * @type {Phaser.Types.Renderer.WebGL.RenderNodes.BatchHandlerConfig} * @since 3.90.0 */ @@ -85,7 +85,7 @@ var BatchHandlerQuad = new Class({ * repeated vertices form degenerate triangles to connect the quads * without being drawn. * - * @method Phaser.Renderer.WebGL.RenderNodes.BatchHandler#_generateElementIndices + * @method Phaser.Renderer.WebGL.RenderNodes.BatchHandlerQuad#_generateElementIndices * @since 3.90.0 * @private * @param {number} instances - The number of instances to define. @@ -172,7 +172,7 @@ var BatchHandlerQuad = new Class({ /** * Called at the beginning of the `run` method. * - * @method Phaser.Renderer.WebGL.RenderNodes.BatchHandler#onRunBegin + * @method Phaser.Renderer.WebGL.RenderNodes.BatchHandlerQuad#onRunBegin * @since 3.90.0 * @param {Phaser.Types.Renderer.WebGL.DrawingContext} drawingContext - The current drawing context. */ @@ -204,7 +204,7 @@ var BatchHandlerQuad = new Class({ * This method is called automatically, by either this node or the manager, * when the batch is full, or when something else needs to be rendered. * - * @method Phaser.Renderer.WebGL.RenderNodes.BatchHandler#run + * @method Phaser.Renderer.WebGL.RenderNodes.BatchHandlerQuad#run * @since 3.90.0 * @param {Phaser.Types.Renderer.WebGL.DrawingContext} drawingContext - The current drawing context. */ @@ -263,7 +263,7 @@ var BatchHandlerQuad = new Class({ * - Top-right * - Bottom-right * - * @method Phaser.Renderer.WebGL.RenderNodes.BatchHandler#batch + * @method Phaser.Renderer.WebGL.RenderNodes.BatchHandlerQuad#batch * @since 3.90.0 * @param {Phaser.Types.Renderer.WebGL.DrawingContext} currentContext - The current drawing context. * @param {Phaser.Renderer.WebGL.WebGLTextureWrapper} glTexture - The texture to render. @@ -378,7 +378,7 @@ var BatchHandlerQuad = new Class({ * Push the current batch entry to the batch entry list, * and create a new batch entry for future use. * - * @method Phaser.Renderer.WebGL.RenderNodes.BatchHandler#pushCurrentBatchEntry + * @method Phaser.Renderer.WebGL.RenderNodes.BatchHandlerQuad#pushCurrentBatchEntry * @since 3.90.0 */ pushCurrentBatchEntry: function () diff --git a/src/renderer/webgl/renderNodes/BatchHandlerQuadLightShadow.js b/src/renderer/webgl/renderNodes/BatchHandlerQuadLightShadow.js index 58d0ff4d6..c6fbe68ad 100644 --- a/src/renderer/webgl/renderNodes/BatchHandlerQuadLightShadow.js +++ b/src/renderer/webgl/renderNodes/BatchHandlerQuadLightShadow.js @@ -28,6 +28,8 @@ var BatchHandlerQuadLight = require('./BatchHandlerQuadLight'); * It will affect all textured objects with lighting enabled * (technically, all objects that use the `BatchHandlerQuadLight` RenderNode). * + * Alternatively, you can create a custom RenderNode that uses this handler. + * * @class BatchHandlerQuadLightShadow * @extends Phaser.Renderer.WebGL.RenderNodes.BatchHandlerQuadLight * @memberof Phaser.Renderer.WebGL.RenderNodes