Updated docs to clarify #4091

This commit is contained in:
Richard Davey 2019-01-24 14:10:55 +00:00
parent dc1756bbc8
commit c221bb7165

View file

@ -23,6 +23,11 @@ var UUID = require('../../utils/string/UUID');
* A Render Texture is a special texture that allows any number of Game Objects to be drawn to it. You can take many complex objects and
* draw them all to this one texture, which can they be used as the texture for other Game Object's. It's a way to generate dynamic
* textures at run-time that are WebGL friendly and don't invoke expensive GPU uploads.
*
* Note that under WebGL a FrameBuffer, which is what the Render Texture uses internally, cannot be anti-aliased. This means
* that when drawing objects such as Shapes to a Render Texture they will appear to be drawn with no aliasing, however this
* is a technical limitation of WebGL. To get around it, create your shape as a texture in an art package, then draw that
* to the Render Texture.
*
* @class RenderTexture
* @extends Phaser.GameObjects.GameObject
@ -424,7 +429,7 @@ var RenderTexture = new Class({
renderer.setFramebuffer(this.framebuffer, true);
renderer.pipelines.TextureTintPipeline.drawFillRect(
this.pipeline.drawFillRect(
bounds.x, bounds.y, bounds.right, bounds.bottom,
Utils.getTintFromFloats(r / 255, g / 255, b / 255, 1),
alpha
@ -460,7 +465,7 @@ var RenderTexture = new Class({
var renderer = this.renderer;
renderer.setFramebuffer(this.framebuffer, true);
gl.clearColor(0, 0, 0, 0);
gl.clear(gl.COLOR_BUFFER_BIT);