phaser - v3.90.0
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    Type Alias RenderConfig

    type RenderConfig = {
        antialias?: boolean;
        antialiasGL?: boolean;
        autoMobilePipeline?: boolean;
        batchSize?: number;
        clearBeforeRender?: boolean;
        defaultPipeline?: string;
        desynchronized?: boolean;
        failIfMajorPerformanceCaveat?: boolean;
        maxLights?: number;
        maxTextures?: number;
        mipmapFilter?: string;
        pipeline?: PipelineConfig;
        pixelArt?: boolean;
        powerPreference?: string;
        premultipliedAlpha?: boolean;
        preserveDrawingBuffer?: boolean;
        roundPixels?: boolean;
        transparent?: boolean;
    }
    Index

    Properties

    antialias?: boolean

    When set to true, WebGL uses linear interpolation to draw scaled or rotated textures, giving a smooth appearance. When set to false, WebGL uses nearest-neighbor interpolation, giving a crisper appearance. false also disables antialiasing of the game canvas itself, if the browser supports it, when the game canvas is scaled.

    antialiasGL?: boolean

    Sets the antialias property when the WebGL context is created. Setting this value does not impact any subsequent textures that are created, or the canvas style attributes.

    autoMobilePipeline?: boolean

    Automatically enable the Mobile Pipeline if iOS or Android detected?

    batchSize?: number

    The default WebGL batch size. Represents the number of quads that can be added to a single batch.

    clearBeforeRender?: boolean

    Whether the game canvas will be cleared between each rendering frame.

    defaultPipeline?: string

    The WebGL Pipeline that Game Objects will use by default. Set to 'MultiPipeline' as standard.

    desynchronized?: boolean

    When set to true it will create a desynchronized context for both 2D and WebGL. See https://developers.google.com/web/updates/2019/05/desynchronized for details.

    failIfMajorPerformanceCaveat?: boolean

    Let the browser abort creating a WebGL context if it judges performance would be unacceptable.

    maxLights?: number

    The maximum number of lights allowed to be visible within range of a single Camera in the LightManager.

    maxTextures?: number

    When in WebGL mode, this sets the maximum number of GPU Textures to use. The default, -1, will use all available units. The WebGL1 spec says all browsers should provide a minimum of 8.

    mipmapFilter?: string

    The mipmap magFilter to be used when creating WebGL textures. Don't set unless you wish to create mipmaps. Set to one of the following: 'NEAREST', 'LINEAR', 'NEAREST_MIPMAP_NEAREST', 'LINEAR_MIPMAP_NEAREST', 'NEAREST_MIPMAP_LINEAR' or 'LINEAR_MIPMAP_LINEAR'.

    pipeline?: PipelineConfig

    The WebGL Pipeline configuration object.

    pixelArt?: boolean

    Sets antialias to false and roundPixels to true. This is the best setting for pixel-art games.

    powerPreference?: string

    "high-performance", "low-power" or "default". A hint to the browser on how much device power the game might use.

    premultipliedAlpha?: boolean

    In WebGL mode, the drawing buffer contains colors with pre-multiplied alpha.

    preserveDrawingBuffer?: boolean

    If the value is true the WebGL buffers will not be cleared and will preserve their values until cleared or overwritten by the author.

    roundPixels?: boolean

    Draw texture-based Game Objects at only whole-integer positions. Game Objects without textures, like Graphics, ignore this property.

    transparent?: boolean

    Whether the game canvas will be transparent. Boolean that indicates if the canvas contains an alpha channel. If set to false, the browser now knows that the backdrop is always opaque, which can speed up drawing of transparent content and images.