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Use the new Pipeline Manager methods
1 parent e450bf2 commit 2d3edc9

1 file changed

Lines changed: 7 additions & 7 deletions

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src/cameras/2d/Camera.js

Lines changed: 7 additions & 7 deletions
Original file line numberDiff line numberDiff line change
@@ -221,12 +221,12 @@ var Camera = new Class({
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/**
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* If this Camera is rendering to a texture (via `setRenderToTexture`) then you
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* have the option to control if it should also render to the Game canvas as well.
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*
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*
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* By default, a Camera will render both to its texture and to the Game canvas.
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*
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*
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* However, if you set ths property to `false` it will only render to the texture
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* and skip rendering to the Game canvas.
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*
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*
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* Setting this property if the Camera isn't rendering to a texture has no effect.
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*
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* @name Phaser.Cameras.Scene2D.Camera#renderToGame
@@ -301,7 +301,7 @@ var Camera = new Class({
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* This is only set if Phaser is running with the WebGL Renderer.
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*
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* @name Phaser.Cameras.Scene2D.Camera#pipeline
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* @type {any}
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* @type {?Phaser.Renderer.WebGL.WebGLPipeline}
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* @since 3.13.0
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*/
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this.pipeline = null;
@@ -332,7 +332,7 @@ var Camera = new Class({
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*
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* You should not enable this unless you plan on actually using the texture it creates
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* somehow, otherwise you're just doubling the work required to render your game.
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*
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*
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* If you only require the Camera to render to a texture, and not also to the Game,
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* them set the `renderToGame` parameter to `false`.
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*
@@ -397,9 +397,9 @@ var Camera = new Class({
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{
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var renderer = this.scene.sys.game.renderer;
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if (renderer.gl && renderer.hasPipeline(pipeline))
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if (renderer.gl && renderer.pipelines.has(pipeline))
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{
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this.pipeline = renderer.getPipeline(pipeline);
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this.pipeline = renderer.pipelines.get(pipeline);
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}
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}
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else

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