@@ -23,6 +23,11 @@ var UUID = require('../../utils/string/UUID');
2323 * A Render Texture is a special texture that allows any number of Game Objects to be drawn to it. You can take many complex objects and
2424 * draw them all to this one texture, which can they be used as the texture for other Game Object's. It's a way to generate dynamic
2525 * textures at run-time that are WebGL friendly and don't invoke expensive GPU uploads.
26+ *
27+ * Note that under WebGL a FrameBuffer, which is what the Render Texture uses internally, cannot be anti-aliased. This means
28+ * that when drawing objects such as Shapes to a Render Texture they will appear to be drawn with no aliasing, however this
29+ * is a technical limitation of WebGL. To get around it, create your shape as a texture in an art package, then draw that
30+ * to the Render Texture.
2631 *
2732 * @class RenderTexture
2833 * @extends Phaser.GameObjects.GameObject
@@ -424,7 +429,7 @@ var RenderTexture = new Class({
424429
425430 renderer . setFramebuffer ( this . framebuffer , true ) ;
426431
427- renderer . pipelines . TextureTintPipeline . drawFillRect (
432+ this . pipeline . drawFillRect (
428433 bounds . x , bounds . y , bounds . right , bounds . bottom ,
429434 Utils . getTintFromFloats ( r / 255 , g / 255 , b / 255 , 1 ) ,
430435 alpha
@@ -460,7 +465,7 @@ var RenderTexture = new Class({
460465 var renderer = this . renderer ;
461466
462467 renderer . setFramebuffer ( this . framebuffer , true ) ;
463-
468+
464469 gl . clearColor ( 0 , 0 , 0 , 0 ) ;
465470 gl . clear ( gl . COLOR_BUFFER_BIT ) ;
466471
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