From 27a5868ce8dcc828a77d44539ea8f165efaa1d31 Mon Sep 17 00:00:00 2001 From: Reinder Nijhoff Date: Wed, 27 Mar 2024 17:01:26 +0100 Subject: [PATCH] Update README.md --- README.md | 9 ++++----- 1 file changed, 4 insertions(+), 5 deletions(-) diff --git a/README.md b/README.md index 02ac2e7..99ef271 100755 --- a/README.md +++ b/README.md @@ -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)