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https://github.com/photonstorm/phaser
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Added docs
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1 changed files with 13 additions and 12 deletions
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@ -182,7 +182,7 @@ var TextureTintPipeline = new Class({
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* @param {WebGLTexture} texture - WebGLTexture that will be assigned to the current batch.
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* @param {integer} textureUnit - Texture unit to which the texture needs to be bound.
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*
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* @return {Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline} [description]
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* @return {Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline} This pipeline instance.
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*/
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setTexture2D: function (texture, unit)
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{
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@ -250,7 +250,7 @@ var TextureTintPipeline = new Class({
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* @method Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline#flush
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* @since 3.1.0
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*
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* @return {Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline} This Pipeline.
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* @return {Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline} This pipeline instance.
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*/
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flush: function ()
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{
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@ -351,7 +351,7 @@ var TextureTintPipeline = new Class({
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* @method Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline#onBind
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* @since 3.0.0
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*
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* @return {Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline} [description]
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* @return {Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline} This pipeline instance.
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*/
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onBind: function ()
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{
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@ -368,16 +368,16 @@ var TextureTintPipeline = new Class({
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},
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/**
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* [description]
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* Resizes this pipeline and updates the projection.
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*
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* @method Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline#resize
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* @since 3.0.0
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*
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* @param {number} width - [description]
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* @param {number} height - [description]
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* @param {number} resolution - [description]
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* @param {number} width - The new width.
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* @param {number} height - The new height.
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* @param {number} resolution - The resolution.
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*
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* @return {Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline} [description]
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* @return {Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline} This pipeline instance.
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*/
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resize: function (width, height, resolution)
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{
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@ -389,14 +389,14 @@ var TextureTintPipeline = new Class({
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},
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/**
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* Batches Sprite game object
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* Takes a Sprite Game Object, or any object that extends it, and adds it to the batch.
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*
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* @method Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline#batchSprite
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* @since 3.0.0
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*
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* @param {Phaser.GameObjects.Sprite} sprite - [description]
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* @param {Phaser.Cameras.Scene2D.Camera} camera - [description]
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* @param {Phaser.GameObjects.Components.TransformMatrix} parentTransformMatrix - [description]
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* @param {(Phaser.GameObjects.Image|Phaser.GameObjects.Sprite)} sprite - The texture based Game Object to add to the batch.
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* @param {Phaser.Cameras.Scene2D.Camera} camera - The Camera to use for the rendering transform.
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* @param {Phaser.GameObjects.Components.TransformMatrix} [parentTransformMatrix] - The transform matrix of the parent container, if set.
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*/
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batchSprite: function (sprite, camera, parentTransformMatrix)
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{
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@ -868,6 +868,7 @@ var TextureTintPipeline = new Class({
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{
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this.flush();
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}
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}
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});
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