Use the new Pipeline Manager methods

This commit is contained in:
Richard Davey 2020-09-09 13:04:37 +01:00
parent e450bf2f1f
commit 2d3edc9512

View file

@ -221,12 +221,12 @@ var Camera = new Class({
/**
* If this Camera is rendering to a texture (via `setRenderToTexture`) then you
* have the option to control if it should also render to the Game canvas as well.
*
*
* By default, a Camera will render both to its texture and to the Game canvas.
*
*
* However, if you set ths property to `false` it will only render to the texture
* and skip rendering to the Game canvas.
*
*
* Setting this property if the Camera isn't rendering to a texture has no effect.
*
* @name Phaser.Cameras.Scene2D.Camera#renderToGame
@ -301,7 +301,7 @@ var Camera = new Class({
* This is only set if Phaser is running with the WebGL Renderer.
*
* @name Phaser.Cameras.Scene2D.Camera#pipeline
* @type {any}
* @type {?Phaser.Renderer.WebGL.WebGLPipeline}
* @since 3.13.0
*/
this.pipeline = null;
@ -332,7 +332,7 @@ var Camera = new Class({
*
* You should not enable this unless you plan on actually using the texture it creates
* somehow, otherwise you're just doubling the work required to render your game.
*
*
* If you only require the Camera to render to a texture, and not also to the Game,
* them set the `renderToGame` parameter to `false`.
*
@ -397,9 +397,9 @@ var Camera = new Class({
{
var renderer = this.scene.sys.game.renderer;
if (renderer.gl && renderer.hasPipeline(pipeline))
if (renderer.gl && renderer.pipelines.has(pipeline))
{
this.pipeline = renderer.getPipeline(pipeline);
this.pipeline = renderer.pipelines.get(pipeline);
}
}
else