The private Shader._savedKey property has been removed as it wasn't used anywhere internally.

This commit is contained in:
Richard Davey 2019-09-20 14:48:41 +01:00
parent bc5c7cf7ab
commit 5c04e20b20
2 changed files with 1 additions and 12 deletions

View file

@ -9,6 +9,7 @@
### Updates ### Updates
* When calling `Shader.setRenderToTexture()` it will now draw the shader just once, immediately to the texture, to avoid the texture being blank for a single frame (thanks Kyle) * When calling `Shader.setRenderToTexture()` it will now draw the shader just once, immediately to the texture, to avoid the texture being blank for a single frame (thanks Kyle)
* The private `Shader._savedKey` property has been removed as it wasn't used anywhere internally.
### Bug Fixes ### Bug Fixes

View file

@ -345,16 +345,6 @@ var Shader = new Class({
*/ */
this.texture = null; this.texture = null;
/**
* Internal saved texture key.
*
* @name Phaser.GameObjects.Shader#_savedKey
* @type {boolean}
* @private
* @since 3.19.0
*/
this._savedKey = '';
this.setPosition(x, y); this.setPosition(x, y);
this.setSize(width, height); this.setSize(width, height);
this.setOrigin(0.5, 0.5); this.setOrigin(0.5, 0.5);
@ -448,8 +438,6 @@ var Shader = new Class({
if (key) if (key)
{ {
this._savedKey = key;
this.texture = this.scene.sys.textures.addGLTexture(key, this.glTexture, width, height); this.texture = this.scene.sys.textures.addGLTexture(key, this.glTexture, width, height);
} }
} }