From 4b1c5c1a0b2fa22675aa8a8b1fe86212a1b5fe7b Mon Sep 17 00:00:00 2001 From: Richard Davey Date: Wed, 21 Oct 2020 11:30:49 +0100 Subject: [PATCH] Improved docs --- src/renderer/webgl/WebGLPipeline.js | 33 ++++++++++++++++------------- 1 file changed, 18 insertions(+), 15 deletions(-) diff --git a/src/renderer/webgl/WebGLPipeline.js b/src/renderer/webgl/WebGLPipeline.js index d70ce7f9d..acd8c3df1 100644 --- a/src/renderer/webgl/WebGLPipeline.js +++ b/src/renderer/webgl/WebGLPipeline.js @@ -157,6 +157,7 @@ var WebGLPipeline = new Class({ /** * The WebGLBuffer that holds the vertex data. + * * Created from the `vertices` config ArrayBuffer that was passed in, or set by default, by the pipeline. * * @name Phaser.Renderer.WebGL.WebGLPipeline#vertexBuffer @@ -277,8 +278,8 @@ var WebGLPipeline = new Class({ /** * Called when the Game has fully booted and the Renderer has finished setting up. * - * By this stage all Game level systems are now in place and you can perform any final - * tasks that the pipeline may need that relied on game systems such as the Texture Manager. + * By this stage all Game level systems are now in place. You can perform any final tasks that the + * pipeline may need, that relies on game systems such as the Texture Manager being ready. * * @method Phaser.Renderer.WebGL.WebGLPipeline#boot * @since 3.11.0 @@ -319,7 +320,7 @@ var WebGLPipeline = new Class({ }, /** - * Adds a description of vertex attribute to the pipeline + * Adds a description of vertex attribute to the pipeline. * * @method Phaser.Renderer.WebGL.WebGLPipeline#addAttribute * @since 3.2.0 @@ -371,7 +372,9 @@ var WebGLPipeline = new Class({ }, /** - * Resizes the properties used to describe the viewport + * Resizes the properties used to describe the viewport. + * + * This method is called automatically by the renderer during its resize handler. * * @method Phaser.Renderer.WebGL.WebGLPipeline#resize * @since 3.0.0 @@ -392,6 +395,8 @@ var WebGLPipeline = new Class({ /** * Binds the pipeline resources, including the program, vertex buffer and attribute pointers. * + * This method is called every time this pipeline is made the current active pipeline. + * * @method Phaser.Renderer.WebGL.WebGLPipeline#bind * @since 3.0.0 * @@ -449,6 +454,7 @@ var WebGLPipeline = new Class({ /** * Sets the vertex attribute pointers. + * * This should only be called after the vertex buffer has been bound. * * @method Phaser.Renderer.WebGL.WebGLPipeline#setAttribPointers @@ -500,10 +506,11 @@ var WebGLPipeline = new Class({ }, /** - * This method is called every time a Game Object asks the Pipeline Manager to use this pipeline. + * This method is called every time a **Game Object** asks the Pipeline Manager to use this pipeline. * * Unlike the `bind` method, which is only called once per frame, this is called for every object - * that requests it, allowing you to perform per-object GL set-up. + * that requests use of this pipeline, allowing you to perform per-object set-up, such as loading + * shader uniform data. * * @method Phaser.Renderer.WebGL.WebGLPipeline#onBind * @since 3.0.0 @@ -514,12 +521,12 @@ var WebGLPipeline = new Class({ */ onBind: function () { - // This is for updating uniform data it's called on each bind attempt. return this; }, /** - * Called before each frame is rendered, but after the canvas has been cleared. + * This method is called once per frame, right before anything has been rendered, but after the canvas + * has been cleared. * * @method Phaser.Renderer.WebGL.WebGLPipeline#onPreRender * @since 3.0.0 @@ -528,12 +535,11 @@ var WebGLPipeline = new Class({ */ onPreRender: function () { - // called once every frame return this; }, /** - * Called before a Scene's Camera is rendered. + * This method is called once per frame, for every Camera in a Scene that wants to render. * * @method Phaser.Renderer.WebGL.WebGLPipeline#onRender * @since 3.0.0 @@ -545,12 +551,11 @@ var WebGLPipeline = new Class({ */ onRender: function () { - // called for each camera return this; }, /** - * Called after each frame has been completely rendered and snapshots have been taken. + * This method is called once per frame, after all rendering has happened and snapshots have been taken. * * @method Phaser.Renderer.WebGL.WebGLPipeline#onPostRender * @since 3.0.0 @@ -559,13 +564,11 @@ var WebGLPipeline = new Class({ */ onPostRender: function () { - // called once every frame return this; }, /** - * Uploads the vertex data and emits a draw call - * for the current batch of vertices. + * Uploads the vertex data and emits a draw call for the current batch of vertices. * * @method Phaser.Renderer.WebGL.WebGLPipeline#flush * @since 3.0.0