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Update README.md
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reindernijhoff authored Mar 27, 2024
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Expand Up @@ -35,15 +35,14 @@ ImageEffectRenderer.releaseTemporary(renderer);

You can set the following options when creating a renderer:

- **loop** _(boolean)_ - If set to true, the renderer will loop. The default value is `false`.
- **autoResize** _(boolean)_ - If set to true, the renderer will automatically resize. The default value is `true`.
- **loop** _(boolean)_ - The renderer will play automatically if set to true. The default value is `false`.
- **autoResize** _(boolean)_ - If set to true, the renderer will automatically resize to fit the wrapperElement. The default value is `true`.
- **pixelRatio** _(number)_ - This sets the pixel ratio of the renderer. The default value is `window.devicePixelRatio`.
- **useSharedContext** _(boolean)_ - If set to true, the renderer will use a shared WebGL context. The default value is `false`.
- **asyncCompile** _(boolean)_ - If set to true, the renderer will compile shaders asynchronously. The default value is `true`.

ImageEffectRenderers can share one WebGLContext. This is needed if you have multiple ImageEffectRenderers active at a time.
If you have only one ImageEffectRenderer on a page or if you create a large ImageEffectRenderer (i.e. fullscreen),
the ImageEffectRenderer will run faster if you create it having its own WebGLContext:
ImageEffectRenderers can share one WebGLContext (see `useSharedContext`). This is needed if multiple ImageEffectRenderers are active at a time.
If you have only one ImageEffectRenderer on a page or if you create a large ImageEffectRenderer (i.e. fullscreen), the ImageEffectRenderer will run faster if you create it having its own WebGLContext:

### setImage(slotIndex, image, options)

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