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Improved docs
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src/renderer/webgl/WebGLPipeline.js

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@@ -943,7 +943,7 @@ var WebGLPipeline = new Class({
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* By default this is an empty method hook that you can override and use in your own custom pipelines.
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*
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* This method is called every time the `batchQuad` or `batchTri` methods are called. If this was
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* as a result of a Game Object, then the Game Object refernce is passed to this hook too.
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* as a result of a Game Object, then the Game Object reference is passed to this hook too.
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*
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* This hook is called _after_ the quad (or tri) has been added to the batch, so you can safely
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* call 'flush' from within this.
@@ -989,7 +989,7 @@ var WebGLPipeline = new Class({
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* By default this is an empty method hook that you can override and use in your own custom pipelines.
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*
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* This method is called once per frame, right before anything has been rendered, but after the canvas
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* has been cleared. If this pipeline has a targetTexture, it will be cleared.
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* has been cleared. If this pipeline has a render target, it will be cleared.
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*
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* @method Phaser.Renderer.WebGL.WebGLPipeline#onPreRender
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* @since 3.50.0
@@ -1001,7 +1001,7 @@ var WebGLPipeline = new Class({
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/**
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* By default this is an empty method hook that you can override and use in your own custom pipelines.
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*
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* This method is called once per frame, for every Camera in a Scene that wants to render.
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* This method is called _once per frame_, by every Camera in a Scene that wants to render.
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*
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* @method Phaser.Renderer.WebGL.WebGLPipeline#onRender
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* @since 3.50.0
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/**
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* By default this is an empty method hook that you can override and use in your own custom pipelines.
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*
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* This method is called once per frame, after all rendering has happened and snapshots have been taken.
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* This method is called _once per frame_, after all rendering has happened and snapshots have been taken.
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*
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* @method Phaser.Renderer.WebGL.WebGLPipeline#onPostRender
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* @since 3.50.0
@@ -1030,7 +1030,7 @@ var WebGLPipeline = new Class({
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*
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* This method is called every time this pipeline is asked to flush its batch.
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*
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* It is called immediately before the gl.bufferData and gl.drawArray calls are made, so you can
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* It is called immediately before the `gl.bufferData` and `gl.drawArray` calls are made, so you can
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* perform any final pre-render modifications. To apply changes post-render, see `onPostBatch`.
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*
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* @method Phaser.Renderer.WebGL.WebGLPipeline#onBeforeFlush

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