The masked game objects framebuffer is unbound and its texture is bound together with the mask texture and the mask shader and a draw call with a single quad is processed. Here is where the masking effect is applied.
name | type | arguments | description |
---|---|---|---|
mask | Phaser.Display.Masks.BitmapMask |
The BitmapMask instance that called endMask. |
|
camera | Phaser.Cameras.Scene2D.Camera |
The Camera to render to. |
|
renderTarget | Phaser.Renderer.WebGL.RenderTarget | <optional> |
Optional WebGL RenderTarget. |