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https://github.com/photonstorm/phaser
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The WebGLRenderer will now validate that the mipmapFilter
property in the Game Config is a valid mipmap before assigning it.
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3 changed files with 5 additions and 3 deletions
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@ -361,7 +361,7 @@ var Config = new Class({
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this.antialiasGL = GetValue(renderConfig, 'antialiasGL', true, config);
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/**
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* @const {string} Phaser.Core.Config#mipmapFilter - Sets the `mipmapFilter` property when the WebGL renderer is created.
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* @const {string} Phaser.Core.Config#mipmapFilter - Sets the mipmap magFilter to be used when creating WebGL textures. Don't set unless you wish to create mipmaps. Set to one of the following: 'NEAREST', 'LINEAR', 'NEAREST_MIPMAP_NEAREST', 'LINEAR_MIPMAP_NEAREST', 'NEAREST_MIPMAP_LINEAR' or 'LINEAR_MIPMAP_LINEAR'.
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*/
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this.mipmapFilter = GetValue(renderConfig, 'mipmapFilter', '', config);
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@ -16,7 +16,7 @@
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* @property {number} [batchSize=4096] - The default WebGL batch size. Represents the number of _quads_ that can be added to a single batch.
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* @property {number} [maxLights=10] - The maximum number of lights allowed to be visible within range of a single Camera in the LightManager.
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* @property {number} [maxTextures=-1] - When in WebGL mode, this sets the maximum number of GPU Textures to use. The default, -1, will use all available units. The WebGL1 spec says all browsers should provide a minimum of 8.
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* @property {string} [mipmapFilter=''] - The mipmap magFilter to be used when creating WebGL textures.
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* @property {string} [mipmapFilter=''] - The mipmap magFilter to be used when creating WebGL textures. Don't set unless you wish to create mipmaps. Set to one of the following: 'NEAREST', 'LINEAR', 'NEAREST_MIPMAP_NEAREST', 'LINEAR_MIPMAP_NEAREST', 'NEAREST_MIPMAP_LINEAR' or 'LINEAR_MIPMAP_LINEAR'.
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* @property {Phaser.Types.Core.PipelineConfig} [pipeline] - The WebGL Pipeline configuration object.
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* @property {boolean} [autoMobilePipeline=true] - Automatically enable the Mobile Pipeline if iOS or Android detected?
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* @property {string} [defaultPipeline='MultiPipeline'] - The WebGL Pipeline that Game Objects will use by default. Set to 'MultiPipeline' as standard.
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@ -783,7 +783,9 @@ var WebGLRenderer = new Class({
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gl.clearColor(clearColor.redGL, clearColor.greenGL, clearColor.blueGL, clearColor.alphaGL);
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// Mipmaps
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if (config.mipmapFilter !== '')
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var validMipMaps = [ 'NEAREST', 'LINEAR', 'NEAREST_MIPMAP_NEAREST', 'LINEAR_MIPMAP_NEAREST', 'NEAREST_MIPMAP_LINEAR', 'LINEAR_MIPMAP_LINEAR' ];
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if (validMipMaps.indexOf(config.mipmapFilter) !== -1)
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{
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this.mipmapFilter = gl[config.mipmapFilter];
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}
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