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

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

Manages the filters

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

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

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

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

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

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

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

destroy()

Removes everything from the renderer (event listeners, spritebatch,etc...)

Source - pixi/renderers/webgl/WebGLRenderer.js, line 578

mapBlendModes()

Maps Pixi blend modes to WebGL blend modes.

Source - pixi/renderers/webgl/WebGLRenderer.js, line 610

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 359

renderDisplayObject(displayObject, projection, buffer)

Renders a Display Object.

Parameters:

Name

Type

Description

displayObject

PIXI.DisplayObject

The DisplayObject to render

projection

Point

The projection

buffer

Array

a standard WebGL buffer

Source - pixi/renderers/webgl/WebGLRenderer.js, line 394

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 432

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 268

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 458

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 517