RenderTexture#requiresReTint

requiresReTint : boolean This will let a renderer know that a tinted parent has updated its texture. Inherited From PIXI.Texture#requiresReTint Source code: pixi/textures/Texture.js (Line 95)

RenderTexture#requiresReTint

requiresReTint : boolean This will let a renderer know that a tinted parent has updated its texture. Inherited From PIXI.Texture#requiresReTint Source code: pixi/textures/Texture.js (Line 95)

RenderTexture#renderXY()

renderXY(displayObject, x, y, clear) This function will draw the display object to the RenderTexture at the given coordinates. When the display object is drawn it takes into account scale and rotation. If you don't want those then use RenderTexture.renderRawXY instead. Parameters Name Type Argument Default Description displayObject Phaser.Sprite | Phaser.Image | Phaser.Text | Phaser.BitmapText | Phaser.Group The display object to render to this texture. x number The x position to

RenderTexture#RenderTexture

new RenderTexture(width, height, renderer, scaleMode, resolution) A RenderTexture is a special texture that allows any Pixi display object to be rendered to it. Hint: All DisplayObjects (i.e. Sprites) that render to a RenderTexture should be preloaded otherwise black rectangles will be drawn instead. A RenderTexture takes a snapshot of any Display Object given to its render method. The position and rotation of the given Display Objects is ignored. For example: var renderTexture = new PIXI.Re

RenderTexture#RenderTexture

new RenderTexture(game, width, height, key, scaleMode, resolution) A RenderTexture is a special texture that allows any displayObject to be rendered to it. It allows you to take many complex objects andrender them down into a single quad (on WebGL) which can then be used to texture other display objects with. A way of generating textures at run-time. Parameters Name Type Argument Default Description game Phaser.Game Current game instance. width number <optional> 100 The widt

RenderTexture#renderRawXY()

renderRawXY(displayObject, x, y, clear) This function will draw the display object to the RenderTexture at the given coordinates. When the display object is drawn it doesn't take into account scale, rotation or translation. If you need those then use RenderTexture.renderXY instead. Parameters Name Type Argument Default Description displayObject Phaser.Sprite | Phaser.Image | Phaser.Text | Phaser.BitmapText | Phaser.Group The display object to render to this texture. x number The

RenderTexture#renderer

renderer : PIXI.CanvasRenderer | PIXI.WebGLRenderer The renderer this RenderTexture uses. A RenderTexture can only belong to one renderer at the moment if its webGL. Type PIXI.CanvasRenderer | PIXI.WebGLRenderer Source code: pixi/textures/RenderTexture.js (Line 99)

RenderTexture#renderer

renderer : PIXI.CanvasRenderer | PIXI.WebGLRenderer The renderer this RenderTexture uses. A RenderTexture can only belong to one renderer at the moment if its webGL. Type PIXI.CanvasRenderer | PIXI.WebGLRenderer Inherited From PIXI.RenderTexture#renderer Source code: pixi/textures/RenderTexture.js (Line 99)

RenderTexture#render()

render(displayObject, matrix, clear) This function will draw the display object to the RenderTexture. In versions of Phaser prior to 2.4.0 the second parameter was a Phaser.Point object.This is now a Matrix allowing you much more control over how the Display Object is rendered.If you need to replicate the earlier behavior please use Phaser.RenderTexture.renderXY instead. If you wish for the displayObject to be rendered taking its current scale, rotation and translation into account then eithe

RenderTexture#noFrame

noFrame : boolean Does this Texture have any frame data assigned to it? Inherited From PIXI.Texture#noFrame Source code: pixi/textures/Texture.js (Line 28)