function FilterManager(renderer)
{
    WebGLManager.call(this, renderer);

    /**
     * @member {any[]}
     */
    this.filterStack = [];

    this.filterStack.push({
        renderTarget:renderer.currentRenderTarget,
        filter:[],
        bounds:null
    });

    /**
     * @member {any[]}
     */
    this.texturePool = [];

    // listen for context and update necessary buffers
    //TODO make this dynamic!
    //TODO test this out by forces power of two?
    this.textureSize = new math.Rectangle( 0, 0, renderer.width, renderer.height );

    this.currentFrame = null;
}
/**
 * @class
 * @memberof PIXI
 * @extends WebGLManager
 * @param renderer {WebGLRenderer} The renderer this manager works for.
 */
@class
@memberof PIXI
@extends WebGLManager
@param renderer {WebGLRenderer} The renderer this manager works for.
@class @memberof PIXI @extends WebGLManager @param renderer { WebGLRenderer } The renderer this manager works for .
function FilterManager(renderer)
{
    WebGLManager.call(this, renderer);
    this.filterStack = [];
    this.filterStack.push({
        renderTarget:renderer.currentRenderTarget,
        filter:[],
        bounds:null
    });
    this.texturePool = [];
    this.textureSize = new math.Rectangle( 0, 0, renderer.width, renderer.height );
    this.currentFrame = null;
}
function FilterManager ( renderer ) { WebGLManager . call ( this , renderer ) ; this . filterStack = [ ] ; this . filterStack . push ( { renderTarget : renderer . currentRenderTarget , filter : [ ] , bounds : null } ) ; this . texturePool = [ ] ; this . textureSize = new math . Rectangle ( 0 , 0 , renderer . width , renderer . height ) ; this . currentFrame = null ; }
@class
 @memberof PIXI
 @extends WebGLManager
 @param renderer {WebGLRenderer} The renderer this manager works for.
@class @memberof PIXI @extends WebGLManager @param renderer { WebGLRenderer } The renderer this manager works for .
/**
     * @member {any[]}
     */ /**
     * @member {any[]}
     */ // listen for context and update necessary buffers //TODO make this dynamic! //TODO test this out by forces power of two?