Fixed legacy interpolation parameters

This commit is contained in:
Richard Davey 2020-09-23 17:55:29 +01:00
parent 232f8e0ebc
commit c6f533b872
2 changed files with 6 additions and 6 deletions

View file

@ -85,7 +85,7 @@ var GeometryMask = new Class({
* @since 3.0.0 * @since 3.0.0
* *
* @param {Phaser.GameObjects.Graphics} graphicsGeometry - The Graphics object which will be used for the Geometry Mask. * @param {Phaser.GameObjects.Graphics} graphicsGeometry - The Graphics object which will be used for the Geometry Mask.
* *
* @return {this} This Geometry Mask * @return {this} This Geometry Mask
*/ */
setShape: function (graphicsGeometry) setShape: function (graphicsGeometry)
@ -103,7 +103,7 @@ var GeometryMask = new Class({
* @since 3.17.0 * @since 3.17.0
* *
* @param {boolean} [value=true] - Invert the alpha of this mask? * @param {boolean} [value=true] - Invert the alpha of this mask?
* *
* @return {this} This Geometry Mask * @return {this} This Geometry Mask
*/ */
setInvertAlpha: function (value) setInvertAlpha: function (value)
@ -182,7 +182,7 @@ var GeometryMask = new Class({
} }
// Write stencil buffer // Write stencil buffer
geometryMask.renderWebGL(renderer, geometryMask, 0, camera); geometryMask.renderWebGL(renderer, geometryMask, camera);
renderer.flush(); renderer.flush();
@ -272,7 +272,7 @@ var GeometryMask = new Class({
renderer.currentContext.save(); renderer.currentContext.save();
geometryMask.renderCanvas(renderer, geometryMask, 0, camera, null, null, true); geometryMask.renderCanvas(renderer, geometryMask, camera, null, null, true);
renderer.currentContext.clip(); renderer.currentContext.clip();
}, },

View file

@ -1019,7 +1019,7 @@ var RenderTexture = new Class({
gameObject.setPosition(x + this.frame.cutX, y + this.frame.cutY); gameObject.setPosition(x + this.frame.cutX, y + this.frame.cutY);
gameObject.renderWebGL(this.renderer, gameObject, 0, this.camera, null); gameObject.renderWebGL(this.renderer, gameObject, this.camera);
gameObject.setPosition(prevX, prevY); gameObject.setPosition(prevX, prevY);
}, },
@ -1052,7 +1052,7 @@ var RenderTexture = new Class({
gameObject.setPosition(x + this.frame.cutX, y + this.frame.cutY); gameObject.setPosition(x + this.frame.cutX, y + this.frame.cutY);
gameObject.renderCanvas(this.renderer, gameObject, 0, this.camera, null); gameObject.renderCanvas(this.renderer, gameObject, this.camera, null);
gameObject.setPosition(prevX, prevY); gameObject.setPosition(prevX, prevY);