@@ -221,12 +221,12 @@ var Camera = new Class({
221221 /**
222222 * If this Camera is rendering to a texture (via `setRenderToTexture`) then you
223223 * have the option to control if it should also render to the Game canvas as well.
224- *
224+ *
225225 * By default, a Camera will render both to its texture and to the Game canvas.
226- *
226+ *
227227 * However, if you set ths property to `false` it will only render to the texture
228228 * and skip rendering to the Game canvas.
229- *
229+ *
230230 * Setting this property if the Camera isn't rendering to a texture has no effect.
231231 *
232232 * @name Phaser.Cameras.Scene2D.Camera#renderToGame
@@ -301,7 +301,7 @@ var Camera = new Class({
301301 * This is only set if Phaser is running with the WebGL Renderer.
302302 *
303303 * @name Phaser.Cameras.Scene2D.Camera#pipeline
304- * @type {any }
304+ * @type {?Phaser.Renderer.WebGL.WebGLPipeline }
305305 * @since 3.13.0
306306 */
307307 this . pipeline = null ;
@@ -332,7 +332,7 @@ var Camera = new Class({
332332 *
333333 * You should not enable this unless you plan on actually using the texture it creates
334334 * somehow, otherwise you're just doubling the work required to render your game.
335- *
335+ *
336336 * If you only require the Camera to render to a texture, and not also to the Game,
337337 * them set the `renderToGame` parameter to `false`.
338338 *
@@ -397,9 +397,9 @@ var Camera = new Class({
397397 {
398398 var renderer = this . scene . sys . game . renderer ;
399399
400- if ( renderer . gl && renderer . hasPipeline ( pipeline ) )
400+ if ( renderer . gl && renderer . pipelines . has ( pipeline ) )
401401 {
402- this . pipeline = renderer . getPipeline ( pipeline ) ;
402+ this . pipeline = renderer . pipelines . get ( pipeline ) ;
403403 }
404404 }
405405 else
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