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Improved docs
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1 changed files with 18 additions and 15 deletions
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@ -157,6 +157,7 @@ var WebGLPipeline = new Class({
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/**
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* The WebGLBuffer that holds the vertex data.
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*
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* Created from the `vertices` config ArrayBuffer that was passed in, or set by default, by the pipeline.
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*
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* @name Phaser.Renderer.WebGL.WebGLPipeline#vertexBuffer
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@ -277,8 +278,8 @@ var WebGLPipeline = new Class({
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/**
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* Called when the Game has fully booted and the Renderer has finished setting up.
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*
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* By this stage all Game level systems are now in place and you can perform any final
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* tasks that the pipeline may need that relied on game systems such as the Texture Manager.
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* By this stage all Game level systems are now in place. You can perform any final tasks that the
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* pipeline may need, that relies on game systems such as the Texture Manager being ready.
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*
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* @method Phaser.Renderer.WebGL.WebGLPipeline#boot
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* @since 3.11.0
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@ -319,7 +320,7 @@ var WebGLPipeline = new Class({
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},
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/**
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* Adds a description of vertex attribute to the pipeline
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* Adds a description of vertex attribute to the pipeline.
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*
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* @method Phaser.Renderer.WebGL.WebGLPipeline#addAttribute
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* @since 3.2.0
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@ -371,7 +372,9 @@ var WebGLPipeline = new Class({
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},
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/**
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* Resizes the properties used to describe the viewport
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* Resizes the properties used to describe the viewport.
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*
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* This method is called automatically by the renderer during its resize handler.
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*
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* @method Phaser.Renderer.WebGL.WebGLPipeline#resize
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* @since 3.0.0
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@ -392,6 +395,8 @@ var WebGLPipeline = new Class({
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/**
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* Binds the pipeline resources, including the program, vertex buffer and attribute pointers.
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*
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* This method is called every time this pipeline is made the current active pipeline.
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*
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* @method Phaser.Renderer.WebGL.WebGLPipeline#bind
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* @since 3.0.0
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*
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@ -449,6 +454,7 @@ var WebGLPipeline = new Class({
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/**
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* Sets the vertex attribute pointers.
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*
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* This should only be called after the vertex buffer has been bound.
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*
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* @method Phaser.Renderer.WebGL.WebGLPipeline#setAttribPointers
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@ -500,10 +506,11 @@ var WebGLPipeline = new Class({
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},
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/**
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* This method is called every time a Game Object asks the Pipeline Manager to use this pipeline.
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* This method is called every time a **Game Object** asks the Pipeline Manager to use this pipeline.
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*
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* Unlike the `bind` method, which is only called once per frame, this is called for every object
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* that requests it, allowing you to perform per-object GL set-up.
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* that requests use of this pipeline, allowing you to perform per-object set-up, such as loading
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* shader uniform data.
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*
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* @method Phaser.Renderer.WebGL.WebGLPipeline#onBind
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* @since 3.0.0
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@ -514,12 +521,12 @@ var WebGLPipeline = new Class({
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*/
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onBind: function ()
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{
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// This is for updating uniform data it's called on each bind attempt.
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return this;
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},
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/**
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* Called before each frame is rendered, but after the canvas has been cleared.
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* This method is called once per frame, right before anything has been rendered, but after the canvas
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* has been cleared.
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*
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* @method Phaser.Renderer.WebGL.WebGLPipeline#onPreRender
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* @since 3.0.0
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@ -528,12 +535,11 @@ var WebGLPipeline = new Class({
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*/
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onPreRender: function ()
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{
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// called once every frame
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return this;
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},
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/**
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* Called before a Scene's Camera is rendered.
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* This method is called once per frame, for every Camera in a Scene that wants to render.
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*
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* @method Phaser.Renderer.WebGL.WebGLPipeline#onRender
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* @since 3.0.0
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@ -545,12 +551,11 @@ var WebGLPipeline = new Class({
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*/
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onRender: function ()
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{
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// called for each camera
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return this;
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},
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/**
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* Called after each frame has been completely rendered and snapshots have been taken.
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* This method is called once per frame, after all rendering has happened and snapshots have been taken.
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*
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* @method Phaser.Renderer.WebGL.WebGLPipeline#onPostRender
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* @since 3.0.0
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@ -559,13 +564,11 @@ var WebGLPipeline = new Class({
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*/
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onPostRender: function ()
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{
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// called once every frame
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return this;
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},
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/**
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* Uploads the vertex data and emits a draw call
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* for the current batch of vertices.
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* Uploads the vertex data and emits a draw call for the current batch of vertices.
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*
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* @method Phaser.Renderer.WebGL.WebGLPipeline#flush
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* @since 3.0.0
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