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 |
Phaser.Game | A reference to the Phaser Game instance |
Members
-
autoResize : Boolean
-
Whether the render view should be resized automatically
Type:
- Boolean
-
blendModeManager : WebGLBlendModeManager
-
Manages the blendModes
Type:
- WebGLBlendModeManager
-
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.
Type:
- Boolean
-
currentBatchedTextures : Array
-
Type:
- Array
-
filterManager : WebGLFilterManager
-
Manages the filters
Type:
- WebGLFilterManager
-
game : Phaser.Game
-
A reference to the Phaser Game instance.
Type:
-
height : Number
-
The height of the canvas view
Type:
- Number
-
maskManager : WebGLMaskManager
-
Manages the masks using the stencil buffer
Type:
- WebGLMaskManager
-
offset : Point
-
Type:
- Point
-
<readonly> powerPreference : string
-
The "powerPreference" attribute the WebGL context was created with.
Type:
- string
-
preserveDrawingBuffer : Boolean
-
The value of the preserveDrawingBuffer flag affects whether or not the contents of the stencil buffer is retained after rendering.
Type:
- Boolean
-
projection : Point
-
Type:
- Point
-
renderSession : Object
-
Type:
- Object
-
resolution : Number
-
The resolution of the renderer
Type:
- Number
- Default Value:
-
- 1
- Source:
- src/pixi/renderers/webgl/WebGLRenderer.js line 41
-
shaderManager : WebGLShaderManager
-
Deals with managing the shader programs and their attribs
Type:
- WebGLShaderManager
-
spriteBatch : WebGLSpriteBatch
-
Manages the rendering of sprites
Type:
- WebGLSpriteBatch
-
stencilManager : WebGLStencilManager
-
Manages the stencil buffer
Type:
- WebGLStencilManager
-
transparent : Boolean
-
Whether the render view is transparent
Type:
- Boolean
-
type : Number
-
Type:
- Number
-
view : HTMLCanvasElement
-
The canvas element that everything is drawn to
Type:
- HTMLCanvasElement
-
width : Number
-
The width of the canvas view
Type:
- Number
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)
-
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:
An array containing the texture keys that were enabled for batching.
- Type
- Array
-
updateCompressedTexture(texture)
-
Updates and creates a WebGL compressed texture for the renderers context.
Parameters:
Name Type Description texture
Texture the texture to update
Returns:
True if the texture was successfully bound, otherwise false.
- Type
- boolean
-
updateTexture(texture)
-
Updates and Creates a WebGL texture for the renderers context.
Parameters:
Name Type Description texture
Texture the texture to update
Returns:
True if the texture was successfully bound, otherwise false.
- Type
- boolean