From c83a0e8ac674cc08a7bc3bb8f99634e991e43a97 Mon Sep 17 00:00:00 2001 From: samme Date: Tue, 17 Mar 2026 10:42:01 -0700 Subject: [PATCH] Docs: Text#setResolution() description --- src/gameobjects/text/Text.js | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) diff --git a/src/gameobjects/text/Text.js b/src/gameobjects/text/Text.js index 06d5267c01..8a28303162 100644 --- a/src/gameobjects/text/Text.js +++ b/src/gameobjects/text/Text.js @@ -1055,17 +1055,17 @@ var Text = new Class({ }, /** - * Set the resolution used by this Text object. + * Set the resolution of the Texture used by this Text object. * - * It allows for much clearer text on High DPI devices, at the cost of memory because it uses larger - * internal Canvas textures for the Text. + * Setting resolution above 1 is useful only if you're scaling up this Text object (or an ancestor) or zooming a Camera on it. + * Otherwise, any extra detail in the Texture would just be lost during rendering. * - * Therefore, please use with caution, as the more high res Text you have, the more memory it uses. + * Please use with caution, as the more high-resolution Text you have, the more memory it uses. * * @method Phaser.GameObjects.Text#setResolution * @since 3.12.0 * - * @param {number} value - The resolution for this Text object to use. + * @param {number} value - The resolution for this Text object to use, relative to 1. * * @return {this} This Text object. */