Added docs

This commit is contained in:
Richard Davey 2018-07-12 01:13:47 +01:00
parent 072cc0e21b
commit 2924874236

View file

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