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Documented the missing descriptions for the Mesh game object.
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1 changed files with 8 additions and 8 deletions
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@ -38,10 +38,10 @@ var MeshRender = require('./MeshRender');
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* @param {Phaser.Scene} scene - The Scene to which this Game Object belongs. A Game Object can only belong to one Scene at a time.
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* @param {number} x - The horizontal position of this Game Object in the world.
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* @param {number} y - The vertical position of this Game Object in the world.
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* @param {float[]} vertices - An array containing the vertices data for this Mesh.
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* @param {float[]} uv - An array containing the uv data for this Mesh.
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* @param {float[]} colors - An array containing the color data for this Mesh.
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* @param {float[]} alphas - An array containing the alpha data for this Mesh.
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* @param {number[]} vertices - An array containing the vertices data for this Mesh.
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* @param {number[]} uv - An array containing the uv data for this Mesh.
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* @param {number[]} colors - An array containing the color data for this Mesh.
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* @param {number[]} alphas - An array containing the alpha data for this Mesh.
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* @param {string} texture - The key of the Texture this Game Object will use to render with, as stored in the Texture Manager.
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* @param {(string|integer)} [frame] - An optional frame from the Texture this Game Object is rendering with.
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*/
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@ -115,7 +115,7 @@ var Mesh = new Class({
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}
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/**
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* [description]
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* An array containing the vertices data for this Mesh.
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*
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* @name Phaser.GameObjects.Mesh#vertices
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* @type {Float32Array}
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@ -124,7 +124,7 @@ var Mesh = new Class({
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this.vertices = new Float32Array(vertices);
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/**
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* [description]
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* An array containing the uv data for this Mesh.
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*
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* @name Phaser.GameObjects.Mesh#uv
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* @type {Float32Array}
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@ -133,7 +133,7 @@ var Mesh = new Class({
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this.uv = new Float32Array(uv);
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/**
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* [description]
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* An array containing the color data for this Mesh.
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*
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* @name Phaser.GameObjects.Mesh#colors
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* @type {Uint32Array}
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@ -142,7 +142,7 @@ var Mesh = new Class({
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this.colors = new Uint32Array(colors);
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/**
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* [description]
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* An array containing the alpha data for this Mesh.
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*
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* @name Phaser.GameObjects.Mesh#alphas
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* @type {Float32Array}
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