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src/renderer/webgl/WebGLPipeline.js

Lines changed: 16 additions & 7 deletions
Original file line numberDiff line numberDiff line change
@@ -126,13 +126,19 @@ var WebGLPipeline = new Class({
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this.vertexCapacity = GetFastValue(config, 'vertexCapacity', renderer.config.batchSize * 6);
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/**
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* The size in bytes of a vertex.
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* The size, in bytes, of a single vertex.
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*
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* Derived by adding together all of the vertex attributes.
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* This is derived by adding together all of the vertex attributes.
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*
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* For example, the Texture Tint Pipeline has 2 + 2 + 1 + 1 + 4 for the attributes
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* `inPosition` (size 2), `inTexCoord` (size 2), `inTexId` (size 1), `inTintEffect` (size 1)
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* and `inTint` (size 4), for a total of 28, which is the default for this property.
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* For example, the Multi Pipeline has the following attributes:
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*
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* inPosition - (size 2 x gl.FLOAT) = 8
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* inTexCoord - (size 2 x gl.FLOAT) = 8
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* inTexId - (size 1 x gl.FLOAT) = 4
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* inTintEffect - (size 1 x gl.FLOAT) = 4
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* inTint - (size 4 x gl.UNSIGNED_BYTE) = 4
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*
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* The total is 8 + 8 + 4 + 4 + 4 = 28, which is the default for this property.
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*
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* @name Phaser.Renderer.WebGL.WebGLPipeline#vertexSize
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* @type {integer}
@@ -459,13 +465,16 @@ var WebGLPipeline = new Class({
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},
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/**
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* Set whenever this WebGL Pipeline is bound to a WebGL Renderer.
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* This method is called every time a Game Object asks the Pipeline Manager to use this pipeline.
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*
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* This method is called every time the WebGL Pipeline is attempted to be bound, even if it already is the current pipeline.
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* Unlike the `bind` method, which is only called once per frame, this is called for every object
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* that requests it, allowing you to perform per-object GL set-up.
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*
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* @method Phaser.Renderer.WebGL.WebGLPipeline#onBind
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* @since 3.0.0
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*
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* @param {Phaser.GameObjects.GameObject} [gameObject] - The Game Object that invoked this pipeline, if any.
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*
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* @return {this} This WebGLPipeline instance.
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*/
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onBind: function ()

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