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Added mipmapFilter to game config
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2 changed files with 6 additions and 0 deletions
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@ -342,6 +342,11 @@ var Config = new Class({
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*/
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this.antialiasGL = GetValue(renderConfig, 'antialiasGL', true);
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/**
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* @const {string} Phaser.Core.Config#mipmapFilter - Sets the `mipmapFilter` property when the WebGL renderer is created.
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*/
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this.mipmapFilter = GetValue(renderConfig, 'mipmapFilter', 'LINEAR');
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/**
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* @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.
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*/
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@ -14,4 +14,5 @@
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* @property {string} [powerPreference='default'] - "high-performance", "low-power" or "default". A hint to the browser on how much device power the game might use.
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* @property {integer} [batchSize=2000] - The default WebGL batch size.
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* @property {integer} [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 {string} [mipmapFilter='LINEAR'] - The mipmap magFilter to be used when creating WebGL textures.
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*/
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