PIXI. WebGLRenderer

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

Source - pixi/renderers/webgl/WebGLRenderer.js, line 170

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

Source - pixi/renderers/webgl/WebGLRenderer.js, line 183

filterManager :PIXI.WebGLFilterManager

Manages the filters

Source - pixi/renderers/webgl/WebGLRenderer.js, line 156

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

Source - pixi/renderers/webgl/WebGLRenderer.js, line 149

offset :Point

Source - pixi/renderers/webgl/WebGLRenderer.js, line 127

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

Source - pixi/renderers/webgl/WebGLRenderer.js, line 121

renderSession :Object

Source - pixi/renderers/webgl/WebGLRenderer.js, line 177

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

Source - pixi/renderers/webgl/WebGLRenderer.js, line 135

spriteBatch :PIXI.WebGLSpriteBatch

Manages the rendering of sprites

Source - pixi/renderers/webgl/WebGLRenderer.js, line 142

stencilManager :PIXI.WebGLStencilManager

Manages the stencil buffer

Source - pixi/renderers/webgl/WebGLRenderer.js, line 163

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

Source - pixi/renderers/webgl/WebGLRenderer.js, line 100

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...)

Source - pixi/renderers/webgl/WebGLRenderer.js, line 562

initContext()

Source - pixi/renderers/webgl/WebGLRenderer.js, line 213

mapBlendModes()

Maps Pixi blend modes to WebGL blend modes.

Source - pixi/renderers/webgl/WebGLRenderer.js, line 594

render(stage)

Renders the stage to its webGL view

Parameters:
Name Type Description
stage Stage

the Stage element to be rendered

Source - pixi/renderers/webgl/WebGLRenderer.js, line 344

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

Source - pixi/renderers/webgl/WebGLRenderer.js, line 379

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

Source - pixi/renderers/webgl/WebGLRenderer.js, line 416

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 the
maxTextures 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.

Source - pixi/renderers/webgl/WebGLRenderer.js, line 265

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.

Source - pixi/renderers/webgl/WebGLRenderer.js, line 442

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.

Source - pixi/renderers/webgl/WebGLRenderer.js, line 501
Phaser Copyright © 2012-2016 Photon Storm Ltd.
Documentation generated by JSDoc 3.4.3 on Mon Nov 28 2016 18:48:04 GMT+0200 (EET) using the DocStrap template.