The Game instance which owns this WebGL Renderer.
The DrawingContext used for the base canvas.
ReadonlyblankA blank 32x32 transparent texture, as used by the Graphics system where needed.
This is set in the boot method.
An array of blend modes supported by the WebGL Renderer.
This array includes the default blend modes as well as any custom blend modes added through #addBlendMode.
The RenderNode to use for rendering individual cameras.
This will be populated during the boot method.
The canvas which this WebGL Renderer draws to.
Stores the WebGL texture compression formats that this device and browser supports.
Support for using compressed texture formats was added in Phaser version 3.60.
The local configuration settings of this WebGL Renderer.
This property is set to true if the WebGL context of the renderer is lost.
The handler to invoke when the context is lost. This should not be changed and is set in the boot method.
The handler to invoke when the context is restored. This should not be changed and is set in the boot method.
The camera currently being rendered by render.
ReadonlydrawingCached drawing buffer height to reduce gl calls.
A pool of DrawingContexts which can be reused.
The WebGL Extensions loaded into the current context.
The Game instance which owns this WebGL Renderer.
ReadonlygenericA generic quad index buffer. This is a READ-ONLY buffer. It describes the four corners of a quad, a structure which is used in several places in the renderer.
The underlying WebGL context of the renderer.
A list of all WebGLBufferWrappers that have been created by this renderer.
Stores the current WebGL component formats for further use.
This array is populated in the init method.
A list of all WebGLFramebufferWrappers that have been created by this renderer.
A list of all WebGLProgramWrappers that have been created by this renderer.
The current WebGL texture units in use.
A list of all WebGLTextureWrappers that have been created by this renderer.
A list of all WebGLVAOWrappers that have been created by this renderer.
The current WebGLRenderingContext state.
The height of the canvas being rendered to. This is populated in the onResize event handler.
If the browser supports the ANGLE_instanced_arrays extension, this property will hold
a reference to the glExtension for it.
This is populated in the setExtensions method.
Has this renderer fully booted yet?
The maximum number of textures the GPU can handle. The minimum under the WebGL1 spec is 8.
This is set via the Game Config maxTextures property and should never be changed after boot.
The mipmap magFilter to be used when creating textures.
You can specify this as a string in the game config, i.e.:
render: { mipmapFilter: 'NEAREST_MIPMAP_LINEAR' }
The 6 options for WebGL1 are, in order from least to most computationally expensive:
NEAREST (for pixel art) LINEAR (the default) NEAREST_MIPMAP_NEAREST LINEAR_MIPMAP_NEAREST NEAREST_MIPMAP_LINEAR LINEAR_MIPMAP_LINEAR
Mipmaps only work with textures that are fully power-of-two in size.
For more details see https://webglfundamentals.org/webgl/lessons/webgl-3d-textures.html
As of v3.60 no mipmaps will be generated unless a string is given in
the game config. This saves on VRAM use when it may not be required.
To obtain the previous result set the property to LINEAR in the config.
ReadonlynormalA blank 1x1 #7f7fff texture, a flat normal map,
as used by the Graphics system where needed.
This is set in the boot method.
If the browser supports the KHR_parallel_shader_compile extension,
this property will hold a reference to the glExtension for it.
This is populated in the setExtensions method.
The previous contextLostHandler that was in use.
This is set when setContextHandlers is called.
The previous contextRestoredHandler that was in use.
This is set when setContextHandlers is called.
The cached flipY state of the Projection matrix.
This is usually false, preserving WebGL coordinate space.
The cached height of the Projection matrix.
The global game Projection matrix, used by shaders as 'uProjectionMatrix' uniform.
The cached width of the Projection matrix.
An instance of the RenderNodeManager class which handles all RenderNodes used by the WebGLRenderer.
The shader program factory for managing variant shaders.
Internal gl function mapping for uniform and attribute look-up.
https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/uniform
https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/vertexAttribPointer
Details about the currently scheduled snapshot.
If a non-null callback is set in this object, a snapshot of the canvas will be taken after the current frame is fully rendered.
An instance of SpectorJS used for WebGL Debugging.
Only available in the Phaser Debug build.
If the browser supports the OES_standard_derivatives extension,
and the smoothPixelArt config option is true,
this property will hold a reference to the glExtension for it.
This is populated in the setExtensions method.
Array of strings that indicate which WebGL extensions are supported by the browser.
This is populated in the setExtensions method.
A list containing the indices of all available texture units.
This is populated during the init method.
It is used internally to connect texture units to shaders.
A constant which allows the renderer to be easily identified as a WebGL Renderer.
If the browser supports the OES_vertex_array_object extension, this property will hold
a reference to the glExtension for it.
This is populated in the setExtensions method.
ReadonlywhiteA pure white 4x4 texture, as used by the Graphics system where needed.
This is set in the boot method.
The width of the canvas being rendered to. This is populated in the onResize event handler.
Creates a new custom blend mode for the renderer.
See https://developer.mozilla.org/en-US/docs/Web/API/WebGL_API/Constants#Blending_modes
An array containing the WebGL functions to use for the source and the destination blending factors, respectively. See the possible constants for WebGLRenderingContext#blendFunc().
The equation to use for combining the RGB and alpha components of a new pixel with a rendered one. See the possible constants for WebGLRenderingContext#blendEquation().
Add a listener for a given event.
The event name.
The listener function.
Optionalcontext: anyThe context to invoke the listener with. Default this.
Creates a new WebGL Texture based on the given Canvas Element.
If the dstTexture parameter is given, the WebGL Texture is updated, rather than created fresh.
The Canvas to create the WebGL Texture from
OptionaldstTexture: WebGLTextureWrapperThe destination WebGLTextureWrapper to set.
OptionalnoRepeat: booleanShould this canvas be allowed to set REPEAT (such as for Text objects?) Default false.
OptionalflipY: booleanShould the WebGL Texture set UNPACK_MULTIPLY_FLIP_Y? Default true.
This method is only available in the Debug Build of Phaser, or a build with the
WEBGL_DEBUG flag set in the Webpack Config.
Phaser v3.60 Debug has a build of Spector.js embedded in it, which is a WebGL inspector that allows for live inspection of your WebGL calls. Although it's easy to add the Spector extension to a desktop browsr, by embedding it in Phaser we can make it available in mobile browsers too, making it a powerful tool for debugging WebGL games on mobile devices where extensions are not permitted.
See https://github.com/BabylonJS/Spector.js for more details.
This method will capture the current WebGL frame and send it to the Spector.js tool for inspection.
OptionalquickCapture: booleanIf true thumbnails are not captured in order to speed up the capture. Default false.
OptionalfullCapture: booleanIf true all details are captured. Default false.
This method is only available in the Debug Build of Phaser, or a build with the
WEBGL_DEBUG flag set in the Webpack Config.
Phaser v3.60 Debug has a build of Spector.js embedded in it, which is a WebGL inspector that allows for live inspection of your WebGL calls. Although it's easy to add the Spector extension to a desktop browsr, by embedding it in Phaser we can make it available in mobile browsers too, making it a powerful tool for debugging WebGL games on mobile devices where extensions are not permitted.
See https://github.com/BabylonJS/Spector.js for more details.
This method will capture the next WebGL frame and send it to the Spector.js tool for inspection.
Clear the current framebuffer to the given color.
Optionalcolor: number[]The color to clear to. Four values in the range 0.0 - 1.0.
Optionalstencil: numberThe stencil value to clear to.
Optionaldepth: numberThe depth value to clear to. Currently, this is not set, and only determines whether the depth buffer is cleared.
Creates a new WebGL Texture based on the given Canvas Element.
The Canvas to create the WebGL Texture from.
OptionalnoRepeat: booleanShould this canvas be allowed to set REPEAT (such as for Text objects?) Default false.
OptionalflipY: booleanShould the WebGL Texture set UNPACK_MULTIPLY_FLIP_Y? Default true.
Creates a WebGL Framebuffer object and optionally binds a depth stencil render buffer.
This will unbind any currently bound framebuffer.
The color texture where the color pixels are written. Specify an array for multiple color attachments, but WebGL1 only supports the first by default. Specify null to create a framebuffer for the base canvas.
OptionaladdStencilBuffer: booleanCreate a Renderbuffer for the stencil? Default false.
OptionaladdDepthBuffer: booleanCreate a Renderbuffer for the depth? Default false.
Wrapper for creating a vertex buffer.
Either ArrayBuffer or an integer indicating the size of the vbo.
How the buffer is used. gl.DYNAMIC_DRAW, gl.STATIC_DRAW or gl.STREAM_DRAW.
Creates a WebGLProgram instance based on the given vertex and fragment shader source.
Then compiles, attaches and links the program before wrapping and returning it.
The vertex shader source code as a single string.
The fragment shader source code as a single string.
A wrapper for creating a WebGLTextureWrapper. If no pixel data is passed it will create an empty texture.
Mip level of the texture.
Filtering of the texture.
Filtering of the texture.
Wrapping mode of the texture.
Wrapping mode of the texture.
Which format does the texture use.
pixel data.
Width of the texture in pixels. If not supplied, it must be derived from pixels.
Height of the texture in pixels. If not supplied, it must be derived from pixels.
Optionalpma: booleanDoes the texture have premultiplied alpha? Default true.
OptionalforceSize: booleanIf true it will use the width and height passed to this method, regardless of the pixels dimension. Default false.
OptionalflipY: booleanSets the UNPACK_FLIP_Y_WEBGL flag the WebGL Texture uses during upload. Default true.
Creates a texture from an image source. If the source is not valid it creates an empty texture.
The source of the texture.
The width of the texture.
The height of the texture.
The scale mode to be used by the texture.
OptionalforceClamp: booleanForce the texture to use the CLAMP_TO_EDGE wrap mode, even if a power of two? Default false.
OptionalflipY: booleanSets the UNPACK_FLIP_Y_WEBGL flag the WebGL Texture uses during upload. Default true.
Create a WebGLTexture from a Uint8Array.
The Uint8Array is assumed to be RGBA values, one byte per color component.
The texture will be filtered with gl.NEAREST and will not be mipped.
The Uint8Array to create the texture from.
The width of the texture.
The height of the texture.
Optionalpma: booleanShould the texture be set as having premultiplied alpha? Default true.
OptionalflipY: booleanShould the WebGL Texture set UNPACK_MULTIPLY_FLIP_Y? Default true.
Wrapper for creating a vertex array object. This manages a vertex attribute binding state.
The program to bind the VAO to.
The index buffer.
The attribute buffer layouts.
Wrapper for creating a vertex buffer.
It's either ArrayBuffer or an integer indicating the size of the vbo
How the buffer is used. gl.DYNAMIC_DRAW, gl.STATIC_DRAW or gl.STREAM_DRAW
Creates a new WebGL Texture based on the given HTML Video Element.
The Video to create the WebGL Texture from
OptionalnoRepeat: booleanShould this canvas be allowed to set REPEAT? Default false.
OptionalflipY: booleanShould the WebGL Texture set UNPACK_MULTIPLY_FLIP_Y? Default true.
Deletes a WebGLBuffer from the GL instance.
The WebGLBuffer to be deleted.
Deletes a Framebuffer from the GL instance.
The Framebuffer to be deleted.
Deletes a WebGLProgram from the GL instance.
The shader program to be deleted.
Removes a texture from the GPU.
The WebGL Texture to be deleted.
Destroy this WebGLRenderer, cleaning up all related resources such as wrappers, native textures, etc.
This method is called when the WebGL context is lost. By default this is bound to the property WebGLRenderer.contextLostHandler.
If you override the context loss handler via the setContextHandlers method then be sure to invoke this method in due course.
The WebGL context lost Event.
This method is called when the WebGL context is restored. By default this is bound to the property WebGLRenderer.contextRestoredHandler.
If you override the context restored handler via the setContextHandlers method then be sure to invoke this method in due course.
The WebGL context restored Event.
Draw a number of vertices to a drawing context.
This draws the vertices using an index buffer. The buffer should be
bound to the VAO. Vertices are drawn as a TRIANGLE_STRIP by default.
This is the primary render method. It requires all the WebGL resources necessary to render the vertices, so they don't have to be set up ad-hoc elsewhere.
It does not upload vertex data to buffers. Ensure that this is done before calling this method.
The DrawingContext to draw to.
An array of textures to bind. Textures are bound to units corresponding to their indices in the array.
The shader program to use.
The Vertex Array Object to bind. It must have an index buffer attached.
The number of vertices to draw. Because of the TRIANGLE_STRIP topology, this should be n + 2, where n is the number of triangles to draw, including degenerate triangles.
The offset to start drawing from in the index buffer. This is in bytes, and should be a multiple of 2 (for 16-bit UNSIGNED_SHORT indices).
The type of primitives to render. Defaults to TRIANGLE_STRIP.
Draw a number of instances to a drawing context.
This draws vertices using the ANGLE_instanced_arrays extension.
This typically uses an instance buffer and a vertex buffer.
Both should be bound to the VAO. Vertices are drawn as a TRIANGLE_STRIP by default.
It does not upload vertex data to buffers. Ensure that this is done before calling this method.
The DrawingContext to draw to.
An array of textures to bind. Textures are bound to units corresponding to their indices in the array.
The shader program to use.
The Vertex Array Object to bind. It does not need an index buffer attached.
The starting index in the array of vector points.
The number of vertices to draw.
The number of instances to render.
Calls each of the listeners registered for a given event.
The event name.
Additional arguments that will be passed to the event handler.
Return an array listing the events for which the emitter has registered listeners.
Gets the aspect ratio of the WebGLRenderer dimensions.
Returns a compressed texture format GLenum name based on the given format.
The Base Format to check.
Optionalformat: numberAn optional GLenum format to check within the base format.
Determines which compressed texture formats this browser and device supports.
Called automatically as part of the WebGL Renderer init process. If you need to investigate
which formats it supports, see the Phaser.Renderer.WebGL.WebGLRenderer#compression property instead.
Loads a WebGL extension
The name of the extension to load.
This method is only available in the Debug Build of Phaser, or a build with the
WEBGL_DEBUG flag set in the Webpack Config.
Phaser v3.60 Debug has a build of Spector.js embedded in it, which is a WebGL inspector that allows for live inspection of your WebGL calls. Although it's easy to add the Spector extension to a desktop browsr, by embedding it in Phaser we can make it available in mobile browsers too, making it a powerful tool for debugging WebGL games on mobile devices where extensions are not permitted.
See https://github.com/BabylonJS/Spector.js for more details.
This method will return the current FPS of the WebGL canvas.
Returns the largest texture size (either width or height) that can be created. Note that VRAM may not allow a texture of any given size, it just expresses hardware / driver support for a given size.
Checks if a WebGL extension is supported
Name of the WebGL extension
Creates a new WebGLRenderingContext and initializes all internal state.
The configuration object for the renderer.
Return the number of listeners listening to a given event.
The event name.
Return the listeners registered for a given event.
The event name.
This method is only available in the Debug Build of Phaser, or a build with the
WEBGL_DEBUG flag set in the Webpack Config.
Phaser v3.60 Debug has a build of Spector.js embedded in it, which is a WebGL inspector that allows for live inspection of your WebGL calls. Although it's easy to add the Spector extension to a desktop browsr, by embedding it in Phaser we can make it available in mobile browsers too, making it a powerful tool for debugging WebGL games on mobile devices where extensions are not permitted.
See https://github.com/BabylonJS/Spector.js for more details.
This method adds a command with the name value in the list. This can be filtered in the search. All logs can be filtered searching for "LOG".
The arguments to log to Spector.
Remove the listeners of a given event.
The event name.
Optionalfn: FunctionOnly remove the listeners that match this function.
Optionalcontext: anyOnly remove the listeners that have this context.
Optionalonce: booleanOnly remove one-time listeners.
Add a listener for a given event.
The event name.
The listener function.
Optionalcontext: anyThe context to invoke the listener with. Default this.
Add a one-time listener for a given event.
The event name.
The listener function.
Optionalcontext: anyThe context to invoke the listener with. Default this.
The event handler that manages the resize event dispatched by the Scale Manager.
The post-render step happens after all Cameras in all Scenes have been rendered.
Clears the base DrawingContext and readies it for use.
Remove all listeners, or those of the specified event.
Optionalevent: string | symbolThe event name.
Removes a custom blend mode from the renderer. Any Game Objects still using this blend mode will error, so be sure to clear them first.
The index of the custom blend mode to be removed.
Remove the listeners of a given event.
The event name.
Optionalfn: FunctionOnly remove the listeners that match this function.
Optionalcontext: anyOnly remove the listeners that have this context.
Optionalonce: booleanOnly remove one-time listeners.
The core render step for a Scene Camera.
Iterates through the given array of Game Objects and renders them with the given Camera.
This is called by the CameraManager.render method. The Camera Manager instance belongs to a Scene, and is invoked
by the Scene Systems.render method.
This method is not called if Camera.visible is false, or Camera.alpha is zero.
The Scene to render.
An array of filtered Game Objects that can be rendered by the given Camera.
The Scene Camera to render with.
Resets the Projection Matrix back to this renderers width and height.
This is called during endCapture, should the matrix have been changed
as a result of the capture process.
Resizes the drawing buffer to match that required by the Scale Manager.
Optionalwidth: numberThe new width of the renderer.
Optionalheight: numberThe new height of the renderer.
Sets the handlers that are called when WebGL context is lost or restored by the browser.
The default handlers are referenced via the properties WebGLRenderer.contextLostHandler and WebGLRenderer.contextRestoredHandler.
By default, these map to the methods WebGLRenderer.dispatchContextLost and WebGLRenderer.dispatchContextRestored.
You can override these handlers with your own via this method.
If you do override them, make sure that your handlers invoke the methods WebGLRenderer.dispatchContextLost and WebGLRenderer.dispatchContextRestored in due course, otherwise the renderer will not be able to restore itself fully.
OptionalcontextRestored: FunctionCustom handler for responding to the WebGL context restored event. Set as undefined to use the default handler.
Queries the GL context to get the supported extensions.
Then sets them into the supportedExtensions, instancedArraysExtension and vaoExtension properties.
Called automatically during the init method.
Sets the Projection Matrix of this renderer to the given dimensions.
The new width of the Projection Matrix.
The new height of the Projection Matrix.
OptionalflipY: booleanShould the Y axis be flipped? Default false.
Sets the Projection Matrix of this renderer to match the given drawing context.
The drawing context to set the projection matrix from.
Sets the minification and magnification filter for a texture.
The texture to set the filter for.
The filter to set. 0 for linear filtering, 1 for nearest neighbor (blocky) filtering.
Removes all listeners.
Schedules a snapshot of the entire game viewport to be taken after the current frame is rendered.
To capture a specific area see the snapshotArea method. To capture a specific pixel, see snapshotPixel.
Only one snapshot can be active per frame. If you have already called snapshotPixel, for example, then
calling this method will override it.
Snapshots work by using the WebGL readPixels feature to grab every pixel from the frame buffer into an ArrayBufferView.
It then parses this, copying the contents to a temporary Canvas and finally creating an Image object from it,
which is the image returned to the callback provided. All in all, this is a computationally expensive and blocking process,
which gets more expensive the larger the canvas size gets, so please be careful how you employ this in your game.
The Function to invoke after the snapshot image is created.
Optionaltype: stringThe format of the image to create, usually image/png or image/jpeg. Default 'image/png'.
OptionalencoderOptions: numberThe image quality, between 0 and 1. Used for image formats with lossy compression, such as image/jpeg. Default 0.92.
Schedules a snapshot of the given area of the game viewport to be taken after the current frame is rendered.
To capture the whole game viewport see the snapshot method. To capture a specific pixel, see snapshotPixel.
Only one snapshot can be active per frame. If you have already called snapshotPixel, for example, then
calling this method will override it.
Snapshots work by using the WebGL readPixels feature to grab every pixel from the frame buffer into an ArrayBufferView.
It then parses this, copying the contents to a temporary Canvas and finally creating an Image object from it,
which is the image returned to the callback provided. All in all, this is a computationally expensive and blocking process,
which gets more expensive the larger the canvas size gets, so please be careful how you employ this in your game.
The x coordinate to grab from. This is based on the game viewport, not the world.
The y coordinate to grab from. This is based on the game viewport, not the world.
The width of the area to grab.
The height of the area to grab.
The Function to invoke after the snapshot image is created.
Optionaltype: stringThe format of the image to create, usually image/png or image/jpeg. Default 'image/png'.
OptionalencoderOptions: numberThe image quality, between 0 and 1. Used for image formats with lossy compression, such as image/jpeg. Default 0.92.
Takes a snapshot of the given area of the given frame buffer.
Unlike the other snapshot methods, this one is processed immediately and doesn't wait for the next render.
Snapshots work by using the WebGL readPixels feature to grab every pixel from the frame buffer into an ArrayBufferView.
It then parses this, copying the contents to a temporary Canvas and finally creating an Image object from it,
which is the image returned to the callback provided. All in all, this is a computationally expensive and blocking process,
which gets more expensive the larger the canvas size gets, so please be careful how you employ this in your game.
The framebuffer to grab from.
The width of the framebuffer.
The height of the framebuffer.
The Function to invoke after the snapshot image is created.
OptionalgetPixel: booleanGrab a single pixel as a Color object, or an area as an Image object? Default false.
Optionalx: numberThe x coordinate to grab from. This is based on the framebuffer, not the world. Default 0.
Optionaly: numberThe y coordinate to grab from. This is based on the framebuffer, not the world. Default 0.
Optionalwidth: numberThe width of the area to grab. Default bufferWidth.
Optionalheight: numberThe height of the area to grab. Default bufferHeight.
Optionaltype: stringThe format of the image to create, usually image/png or image/jpeg. Default 'image/png'.
OptionalencoderOptions: numberThe image quality, between 0 and 1. Used for image formats with lossy compression, such as image/jpeg. Default 0.92.
Schedules a snapshot of the given pixel from the game viewport to be taken after the current frame is rendered.
To capture the whole game viewport see the snapshot method. To capture a specific area, see snapshotArea.
Only one snapshot can be active per frame. If you have already called snapshotArea, for example, then
calling this method will override it.
Unlike the other two snapshot methods, this one will return a Color object containing the color data for
the requested pixel. It doesn't need to create an internal Canvas or Image object, so is a lot faster to execute,
using less memory.
The x coordinate of the pixel to get. This is based on the game viewport, not the world.
The y coordinate of the pixel to get. This is based on the game viewport, not the world.
The Function to invoke after the snapshot pixel data is extracted.
This method is only available in the Debug Build of Phaser, or a build with the
WEBGL_DEBUG flag set in the Webpack Config.
Phaser v3.60 Debug has a build of Spector.js embedded in it, which is a WebGL inspector that allows for live inspection of your WebGL calls. Although it's easy to add the Spector extension to a desktop browsr, by embedding it in Phaser we can make it available in mobile browsers too, making it a powerful tool for debugging WebGL games on mobile devices where extensions are not permitted.
See https://github.com/BabylonJS/Spector.js for more details.
This method will start a capture on the Phaser canvas. The capture will stop once it reaches the number of commands specified as a parameter, or after 10 seconds. If quick capture is true, the thumbnails are not captured in order to speed up the capture.
OptionalcommandCount: numberThe number of commands to capture. If zero it will capture for 10 seconds. Default 0.
OptionalquickCapture: booleanIf true thumbnails are not captured in order to speed up the capture. Default false.
OptionalfullCapture: booleanIf true all details are captured. Default false.
This method is only available in the Debug Build of Phaser, or a build with the
WEBGL_DEBUG flag set in the Webpack Config.
Phaser v3.60 Debug has a build of Spector.js embedded in it, which is a WebGL inspector that allows for live inspection of your WebGL calls. Although it's easy to add the Spector extension to a desktop browsr, by embedding it in Phaser we can make it available in mobile browsers too, making it a powerful tool for debugging WebGL games on mobile devices where extensions are not permitted.
See https://github.com/BabylonJS/Spector.js for more details.
This method will stop the current capture and returns the result in JSON. It displays the result if the UI has been displayed. This returns undefined if the capture has not been completed or did not find any commands.
Checks if the given compressed texture format is supported, or not.
The Base Format to check.
Optionalformat: numberAn optional GLenum format to check within the base format.
Updates the function bound to a given custom blend mode.
The index of the custom blend mode.
The function to use for the blend mode. Specify either 2 elements for src and dest, or 4 elements for separate srcRGB, destRGB, srcAlpha, destAlpha.
The equation to use for the blend mode. This can be either a single equation for both source and destination, or an array containing separate equations for source and destination.
Updates a WebGL Texture based on the given Canvas Element.
The Canvas to update the WebGL Texture from.
The destination WebGLTextureWrapper to update.
OptionalflipY: booleanShould the WebGL Texture set UNPACK_MULTIPLY_FLIP_Y? Default true.
OptionalnoRepeat: booleanShould this canvas be allowed to set REPEAT (such as for Text objects?) Default false.
Updates a WebGL Texture based on the given HTML Video Element.
The Video to update the WebGL Texture with.
The destination WebGLTextureWrapper to update.
OptionalflipY: booleanShould the WebGL Texture set UNPACK_MULTIPLY_FLIP_Y? Default true.
OptionalnoRepeat: booleanShould this canvas be allowed to set REPEAT? Default false.
Creates or updates a WebGL Texture based on the given HTML Video Element.
If the dstTexture parameter is given, the WebGL Texture is updated, rather than created fresh.
The Video to create the WebGL Texture from
OptionaldstTexture: WebGLTextureWrapperThe destination WebGLTextureWrapper to set.
OptionalnoRepeat: booleanShould this canvas be allowed to set REPEAT? Default false.
OptionalflipY: booleanShould the WebGL Texture set UNPACK_MULTIPLY_FLIP_Y? Default true.
WebGLRenderer is a class that contains the needed functionality to keep the WebGLRenderingContext state clean. The main idea of the WebGLRenderer is to keep track of any context change that happens for WebGL rendering inside of Phaser. This means if raw webgl functions are called outside the WebGLRenderer of the Phaser WebGL rendering ecosystem they might pollute the current WebGLRenderingContext state producing unexpected behavior. It's recommended that WebGL interaction is done through WebGLRenderer and/or built-in RenderNodes.
Persistent WebGL objects are stored in "wrappers" which are created by the WebGLRenderer. Wrappers contain WebGL objects and metadata about those objects. This can be used to recreate the WebGL state after a context loss. Prefer to pass references to the wrappers, rather than the raw WebGL objects, as the raw objects may be destroyed or replaced at any time. Extract them only when needed.
WebGL state, such as blend mode or texture units, is managed by the WebGLRenderer. Use
WebGLRenderer.glWrapperto manage the current state rather than setting it directly on the WebGLRenderingContext. The state wrapper will ensure that the state is only set if it has changed, and can restore the state after a context loss or external render call.