new WebGLRenderer(game)
The WebGLRenderer draws the stage and all its content onto a webGL enabled canvas. This renderer
should be used for browsers that support webGL. This Render works by automatically managing webGLBatchs.
So no need for Sprite Batches or Sprite Clouds.
Don't forget to add the view to your DOM or you will not see anything :)
Parameters:
Name | Type | Description |
---|---|---|
game |
PhaserGame | A reference to the Phaser Game instance |
- Source - pixi/renderers/webgl/WebGLRenderer.js, line 9
Members
-
autoResize :Boolean
-
Whether the render view should be resized automatically
- Source - pixi/renderers/webgl/WebGLRenderer.js, line 56
-
blendModeManager :PIXI.WebGLBlendModeManager
-
Manages the blendModes
-
clearBeforeRender :Boolean
-
This sets if the WebGLRenderer will clear the context texture or not before the new render pass. If true:
If the Stage is NOT transparent, Pixi will clear to alpha (0, 0, 0, 0).
If the Stage is transparent, Pixi will clear to the target Stage's background color.
Disable this by setting this to false. For example: if your game has a canvas filling background image, you often don't need this set.- Source - pixi/renderers/webgl/WebGLRenderer.js, line 72
-
currentBatchedTextures :Array
-
filterManager :PIXI.WebGLFilterManager
-
Manages the filters
-
game :PhaserGame
-
- Source - pixi/renderers/webgl/WebGLRenderer.js, line 21
-
height :Number
-
The height of the canvas view
- Source - pixi/renderers/webgl/WebGLRenderer.js, line 92
-
maskManager :PIXI.WebGLMaskManager
-
Manages the masks using the stencil buffer
-
offset :Point
-
preserveDrawingBuffer :Boolean
-
The value of the preserveDrawingBuffer flag affects whether or not the contents of the stencil buffer is retained after rendering.
- Source - pixi/renderers/webgl/WebGLRenderer.js, line 64
-
projection :Point
-
renderSession :Object
-
resolution :Number
-
The resolution of the renderer
- Default Value:
- 1
- Source - pixi/renderers/webgl/WebGLRenderer.js, line 39
-
shaderManager :PIXI.WebGLShaderManager
-
Deals with managing the shader programs and their attribs
-
spriteBatch :PIXI.WebGLSpriteBatch
-
Manages the rendering of sprites
-
stencilManager :PIXI.WebGLStencilManager
-
Manages the stencil buffer
-
transparent :Boolean
-
Whether the render view is transparent
- Source - pixi/renderers/webgl/WebGLRenderer.js, line 48
-
type :Number
-
- Source - pixi/renderers/webgl/WebGLRenderer.js, line 33
-
view :HTMLCanvasElement
-
The canvas element that everything is drawn to
-
width :Number
-
The width of the canvas view
- Source - pixi/renderers/webgl/WebGLRenderer.js, line 84
Methods
-
destroy()
-
Removes everything from the renderer (event listeners, spritebatch, etc...)
-
initContext()
-
mapBlendModes()
-
Maps Pixi blend modes to WebGL blend modes.
-
render(stage)
-
Renders the stage to its webGL view
Parameters:
Name Type Description stage
Stage the Stage element to be rendered
-
renderDisplayObject(displayObject, projection, buffer)
-
Renders a Display Object.
Parameters:
Name Type Description displayObject
DisplayObject The DisplayObject to render
projection
Point The projection
buffer
Array a standard WebGL buffer
-
resize(width, height)
-
Resizes the webGL view to the specified width and height.
Parameters:
Name Type Description width
Number the new width of the webGL view
height
Number the new height of the webGL view
-
setTexturePriority(textureNameCollection) → {Array}
-
If Multi Texture support has been enabled, then calling this method will enable batching on the given
textures. The texture collection is an array of keys, that map to Phaser.Cache image entries.The number of textures that can be batched is dependent on hardware. If you provide more textures
than can be batched by the GPU, then only those at the start of the array will be used. Generally
you shouldn't provide more than 16 textures to this method. You can check the hardware limit via themaxTextures
property.You can also check the property
currentBatchedTextures
at any time, to see which textures are currently
being batched.To stop all textures from being batched, call this method again with an empty array.
To change the textures being batched, call this method with a new array of image keys. The old ones
will all be purged out and no-longer batched, and the new ones enabled.Note: Throws a warning if you haven't enabled Multiple Texture batching support in the Phaser Game config.
Parameters:
Name Type Description textureNameCollection
Array An Array of Texture Cache keys to use for multi-texture batching.
Returns:
Array -An array containing the texture keys that were enabled for batching.
-
updateCompressedTexture(texture) → {Boolean}
-
Updates and creates a WebGL compressed texture for the renderers context.
Parameters:
Name Type Description texture
PIXI.Texture the texture to update
Returns:
Boolean -True if the texture was successfully bound, otherwise false.
-
updateTexture(texture) → {Boolean}
-
Updates and Creates a WebGL texture for the renderers context.
Parameters:
Name Type Description texture
PIXI.Texture the texture to update
Returns:
Boolean -True if the texture was successfully bound, otherwise false.