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https://github.com/photonstorm/phaser
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Added WebGLPipeline[]
as a valid type for the pipeline property
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2 changed files with 2 additions and 2 deletions
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@ -346,7 +346,7 @@ var Config = new Class({
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var renderConfig = GetValue(config, 'render', null);
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/**
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* @const {Phaser.Types.Core.PipelineConfig} Phaser.Core.Config#pipeline - An object mapping WebGL names to WebGLPipeline classes. These should be class constructors, not instances.
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* @const {(Phaser.Types.Core.PipelineConfig|Phaser.Renderer.WebGL.WebGLPipeline[])} Phaser.Core.Config#pipeline - An object mapping WebGL names to WebGLPipeline classes. These should be class constructors, not instances.
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*/
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this.pipeline = GetValue(renderConfig, 'pipeline', null, config);
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@ -17,7 +17,7 @@
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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. 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 {(Phaser.Types.Core.PipelineConfig|Phaser.Renderer.WebGL.WebGLPipeline[])} [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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*/
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