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Updated jsdocs
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1 changed files with 6 additions and 3 deletions
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@ -409,8 +409,11 @@ var Mesh = new Class({
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/**
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* Translates the view position of this Mesh on the z axis by the given amount.
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*
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* As the default `panZ` value is 0, vertices with `z=0` (the default) need special care or else they will not display as they are behind the camera.
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* Consider using `mesh.panZ(mesh.height / (2 * Math.tan(Math.PI / 16)))`, which will interpret vertex geometry 1:1 with pixel geometry (or see `setOrtho`).
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* As the default `panZ` value is 0, vertices with `z=0` (the default) need special
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* care or else they will not display as they are "behind" the camera.
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*
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* Consider using `mesh.panZ(mesh.height / (2 * Math.tan(Math.PI / 16)))`,
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* which will interpret vertex geometry 1:1 with pixel geometry (or see `setOrtho`).
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*
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* @method Phaser.GameObjects.Mesh#panZ
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* @since 3.50.0
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@ -429,7 +432,7 @@ var Mesh = new Class({
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/**
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* Builds a new perspective projection matrix from the given values.
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*
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* These are also the initial projection matrix & parameters for `Mesh` (and see `panZ` for more discussion).
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* These are also the initial projection matrix and parameters for `Mesh` (see `Mesh.panZ` for more discussion).
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*
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* See also `setOrtho`.
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*
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