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https://github.com/photonstorm/phaser
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Added defaultPipeline and autoMobilePipeline configs
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3 changed files with 14 additions and 3 deletions
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@ -6,13 +6,14 @@
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var Class = require('../utils/Class');
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var CONST = require('../const');
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var DefaultPlugins = require('../plugins/DefaultPlugins');
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var Device = require('../device');
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var GetFastValue = require('../utils/object/GetFastValue');
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var GetValue = require('../utils/object/GetValue');
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var IsPlainObject = require('../utils/object/IsPlainObject');
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var PhaserMath = require('../math/');
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var NOOP = require('../utils/NOOP');
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var DefaultPlugins = require('../plugins/DefaultPlugins');
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var PhaserMath = require('../math/');
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var PIPELINE_CONST = require('../renderer/webgl/pipelines/const');
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var ValueToColor = require('../display/color/ValueToColor');
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/**
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@ -340,10 +341,15 @@ var Config = new Class({
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this.pipeline = GetValue(renderConfig, 'pipeline', null, config);
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/**
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* @const {number} Phaser.Core.Config#autoMobilePipeline - Automatically enable the Mobile Pipeline if iOS or Android detected.
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* @const {boolean} Phaser.Core.Config#autoMobilePipeline - Automatically enable the Mobile Pipeline if iOS or Android detected?
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*/
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this.autoMobilePipeline = GetValue(renderConfig, 'autoMobilePipeline', true, config);
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/**
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* @const {string} Phaser.Core.Config#defaultPipeline - The WebGL Pipeline that Game Objects will use by default. Set to 'MultiPipeline' as standard. See also 'autoMobilePipeline'.
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*/
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this.defaultPipeline = GetValue(renderConfig, 'defaultPipeline', PIPELINE_CONST.MULTI_PIPELINE, config);
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/**
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* @const {boolean} Phaser.Core.Config#antialias - When set to `true`, WebGL uses linear interpolation to draw scaled or rotated textures, giving a smooth appearance. When set to `false`, WebGL uses nearest-neighbor interpolation, giving a crisper appearance. `false` also disables antialiasing of the game canvas itself, if the browser supports it, when the game canvas is scaled.
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*/
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@ -48,6 +48,9 @@
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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='LINEAR'] - The mipmap magFilter to be used when creating WebGL textures.
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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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* @property {boolean} [expandParent=true] - Is the Scale Manager allowed to adjust the CSS height property of the parent and/or document body to be 100%?
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* @property {Phaser.Scale.ScaleModeType} [mode=Phaser.Scale.ScaleModes.NONE] - The scale mode.
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* @property {WidthHeight} [min] - The minimum width and height the canvas can be scaled down to.
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@ -18,4 +18,6 @@
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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='LINEAR'] - The mipmap magFilter to be used when creating WebGL textures.
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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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*/
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