phaser
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A fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers from the team at Phaser Studio Inc.
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JavaScript
/**
* @author Benjamin D. Richards <benjamindrichards@gmail.com>
* @copyright 2013-2026 Phaser Studio Inc.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* WebGL Texture Wrap Modes.
*
* These constants define how a texture is sampled when UV coordinates fall
* outside the standard [0, 1] range. They correspond directly to WebGL
* texture wrap parameter values and are used when configuring how textures
* tile or clamp on geometry.
*
* @namespace Phaser.Textures.WrapMode
* @memberof Phaser.Textures
* @since 4.0.0
*/
var CONST = {
/**
* Clamp to edge wrap mode. UV coordinates outside the [0, 1] range are
* clamped to the nearest edge of the texture. This stretches the edge
* pixels outward rather than repeating the texture, and is the default
* wrap mode for most textures in Phaser.
*
* @name Phaser.Textures.WrapMode.CLAMP_TO_EDGE
* @type {number}
* @const
* @since 4.0.0
*/
CLAMP_TO_EDGE: 33071,
/**
* Repeat wrap mode. The texture tiles seamlessly in both directions when
* UV coordinates exceed the [0, 1] range. Useful for repeating background
* patterns or tiling surfaces. Note that the texture dimensions must be
* powers of two for this mode to work correctly in WebGL.
*
* @name Phaser.Textures.WrapMode.REPEAT
* @type {number}
* @const
* @since 4.0.0
*/
REPEAT: 10497,
/**
* Mirrored repeat wrap mode. Similar to `REPEAT`, but the texture is
* flipped (mirrored) on each repetition. For example, a texture spanning
* UV 0–1 will appear mirrored from 1–2, normal from 2–3, and so on.
* This can produce smoother-looking tiling by eliminating visible seams
* at tile boundaries.
*
* @name Phaser.Textures.WrapMode.MIRRORED_REPEAT
* @type {number}
* @const
* @since 4.0.0
*/
MIRRORED_REPEAT: 33648
};
module.exports = CONST;