Added mipmapFilter to game config

This commit is contained in:
Richard Davey 2019-11-19 13:00:37 +00:00
parent 9dd3e53f46
commit ffabf069e0
2 changed files with 6 additions and 0 deletions

View file

@ -342,6 +342,11 @@ var Config = new Class({
*/
this.antialiasGL = GetValue(renderConfig, 'antialiasGL', true);
/**
* @const {string} Phaser.Core.Config#mipmapFilter - Sets the `mipmapFilter` property when the WebGL renderer is created.
*/
this.mipmapFilter = GetValue(renderConfig, 'mipmapFilter', 'LINEAR');
/**
* @const {boolean} Phaser.Core.Config#desynchronized - When set to `true` it will create a desynchronized context for both 2D and WebGL. See https://developers.google.com/web/updates/2019/05/desynchronized for details.
*/

View file

@ -14,4 +14,5 @@
* @property {string} [powerPreference='default'] - "high-performance", "low-power" or "default". A hint to the browser on how much device power the game might use.
* @property {integer} [batchSize=2000] - The default WebGL batch size.
* @property {integer} [maxLights=10] - The maximum number of lights allowed to be visible within range of a single Camera in the LightManager.
* @property {string} [mipmapFilter='LINEAR'] - The mipmap magFilter to be used when creating WebGL textures.
*/