WebGLFilterManager#pushFilter()
  • References/Game Development/Phaser/PIXI/PIXI.WebGLFilterManager

pushFilter(filterBlock) Applies the filter and adds it to the current filter stack. Parameters

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RenderTexture#getCanvas()
  • References/Game Development/Phaser/PIXI/PIXI.RenderTexture

getCanvas() → {HTMLCanvasElement} Creates a Canvas element, renders this RenderTexture to it and

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Texture#requiresUpdate
  • References/Game Development/Phaser/PIXI/PIXI.Texture

requiresUpdate : boolean This will let a renderer know that a texture has been updated (used mainly for webGL uv updates)

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WebGLFilterManager#begin()
  • References/Game Development/Phaser/PIXI/PIXI.WebGLFilterManager

begin(renderSession, buffer) Parameters Name Type Description

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Strip#children
  • References/Game Development/Phaser/PIXI/PIXI.Strip

[readonly] children : Array.<Displa

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Rope#contains()
  • References/Game Development/Phaser/PIXI/PIXI.Rope

contains(child) → {Boolean} Determines whether the specified display object is a child of the D

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CanvasRenderer#view
  • References/Game Development/Phaser/PIXI/PIXI.CanvasRenderer

view :HTMLCanvasElement The canvas element that everything is drawn to. Source

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CanvasMaskManager#pushMask()
  • References/Game Development/Phaser/PIXI/PIXI.CanvasMaskManager

pushMask(maskData, renderSession) This method adds it to the current stack of masks. Parameters

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WebGLRenderer#initContext()
  • References/Game Development/Phaser/PIXI/PIXI.WebGLRenderer

initContext() Source code:

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Strip#setChildIndex()
  • References/Game Development/Phaser/PIXI/PIXI.Strip

setChildIndex(child, index) Changes the position of an existing child in the display object container Parameters

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