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Commit ec351b3

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author
Sebastian DeRossi
committed
Fixed minor typo on getBounds in BitmapCache
1 parent aea6424 commit ec351b3

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Lines changed: 9 additions & 9 deletions

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src/easeljs/filters/BitmapCache.js

Lines changed: 9 additions & 9 deletions
Original file line numberDiff line numberDiff line change
@@ -45,16 +45,16 @@ this.createjs = this.createjs||{};
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*
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* Caching in this context is purely visual, and will render the DisplayObject out into an image to be used instead
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* of the object. The actual cache itself is still stored on the target with the {{#crossLink "DisplayObject/cacheCanvas:property"}}{{/crossLink}}.
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* Working with a singular image like a {{#crossLink "Bitmap"}}{{/crossLink}} there is little benefit to performing
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* a cache as it is already a single image. Caching is best done on containers containing multiple complex parts that
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* do not move often, so that rendering the image instead will improve overall rendering speed. A cached object will
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* not visually update until explicitly told to do so with a call to update, much like a Stage. If a cache is being
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* Working with a singular image like a {{#crossLink "Bitmap"}}{{/crossLink}} there is little benefit to performing
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* a cache as it is already a single image. Caching is best done on containers containing multiple complex parts that
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* do not move often, so that rendering the image instead will improve overall rendering speed. A cached object will
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* not visually update until explicitly told to do so with a call to update, much like a Stage. If a cache is being
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* updated every frame it is likely not improving rendering performance. Cache are best used when updates will be sparse.
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*
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* Caching is also a co-requisite for applying filters to prevent expensive filters running constantly without need,
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* and to physically enable some effects. The BitmapCache is also responsible for applying filters to objects and
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* reads each {{#crossLink "Filter"}}{{/crossLink}} due to this relationship. Real-time Filters are not recommended
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* performance wise when dealing with a Context2D canvas. For best performance and to still allow for some visual
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* Caching is also a co-requisite for applying filters to prevent expensive filters running constantly without need,
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* and to physically enable some effects. The BitmapCache is also responsible for applying filters to objects and
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* reads each {{#crossLink "Filter"}}{{/crossLink}} due to this relationship. Real-time Filters are not recommended
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* performance wise when dealing with a Context2D canvas. For best performance and to still allow for some visual
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* effects use a compositeOperation when possible.
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* @class BitmapCache
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* @constructor
@@ -417,7 +417,7 @@ this.createjs = this.createjs||{};
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*/
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p.getBounds = function() {
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var scale = this.scale;
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return this._boundRect.setValue(
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return this._boundRect.setValues(
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this._filterOffX/scale, this._filterOffY/scale,
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this.width/scale, this.height/scale
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);

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