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David Gillen
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src/easeljs/display/StageGL.js

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@@ -87,6 +87,7 @@ this.createjs = this.createjs||{};
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* resize your canvas after making a StageGL instance, this will properly size the WebGL context stored in memory.
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* - Best performance in demanding scenarios will come from manual management of texture memory, but it is handled
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* automatically by default. See {{#crossLink "StageGL/releaseTexture"}}{{/crossLink}} for details.
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* - Disable `directDraw` to get access to cacheless filters and composite oeprations!
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*
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* <h4>Example</h4>
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* This example creates a StageGL instance, adds a child to it, then uses the EaselJS {{#crossLink "Ticker"}}{{/crossLink}}
@@ -117,7 +118,7 @@ this.createjs = this.createjs||{};
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* to perform anti-aliasing. This will also enable linear pixel sampling on power-of-two textures (smoother images).
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* @param {Boolean} [options.transparent=false] If `true`, the canvas is transparent. This is <strong>very</strong>
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* expensive, and should be used with caution.
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* @param {Boolean} [options.directDraw=false] If `true`, this will bypass intermediary render-textures when possible
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* @param {Boolean} [options.directDraw=true] If `true`, this will bypass intermediary render-textures when possible
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* resulting in reduced memory and increased performance, this disables some features. Cache-less filters and some
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* {{#crossLink "DisplayObject/compositeOperation:property"}}{{/crossLink}} values rely on this being false.
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* @param (Boolean} [options.premultiply] @deprecated Upgraded colour & transparency handling have fixed the issue
@@ -210,7 +211,7 @@ this.createjs = this.createjs||{};
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* @type {Boolean}
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* @default false
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*/
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this._directDraw = directDraw;
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this._directDraw = directDraw === undefined ? true : false;
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/**
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* The width in px of the drawing surface saved in memory.

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