Repository: pixijs/pixijs
File: src/rendering/renderers/shared/texture/sources/TextureSource.ts (TypeScript)

Code before:

        this._resolution = resolution;

        if (this.pixelWidth === newPixelWidth && this.pixelHeight === newPixelHeight)
        {
            return;
        }

        this.pixelWidth = newPixelWidth;
        this.pixelHeight = newPixelHeight;

        this.emit('resize', this);

        this._resourceId++;
        this.emit('change', this);
    }

    /**
     * Lets the renderer know that this texture has been updated and its mipmaps should be re-generated.
     * This is only important for RenderTexture instances, as standard Texture instances will have their
     * mipmaps generated on upload. You should call this method after you make any change to the texture
     *
     * The reason for this is is can be quite expensive to update mipmaps for a texture. So by default,
     * We want you, the developer to specify when this action should happen.
     *
     * Generally you don't want to have mipmaps generated on Render targets that are changed ever frame,
     */
    public updateMipmaps()
    {
        if (this.autoGenerateMipmaps && this.mipLevelCount > 1)
        {
            this.emit('updateMipmaps', this);
        }
    }

    /** @deprecated since 8.0.0 */
    set wrapMode(value: WRAP_MODE)
    {
        // eslint-disable-next-line max-len
        deprecation(v8_0_0, 'TextureSource.wrapMode property has been deprecated. Use TextureSource.style.addressMode instead.');
        this._style.wrapMode = value;
    }

    /** @deprecated since 8.0.0 */
    get wrapMode(): WRAP_MODE
    {
        // eslint-disable-next-line max-len
        deprecation(v8_0_0, 'TextureSource.wrapMode property has been deprecated. Use TextureSource.style.addressMode instead.');

        return this._style.wrapMode;
    }

Review comment (suggestion):
```suggestion
     * Generally you don't want to have mipmaps generated on Render targets that are changed every frame,
```

Code after:

        this._resolution = resolution;

        if (this.pixelWidth === newPixelWidth && this.pixelHeight === newPixelHeight)
        {
            return;
        }

        this.pixelWidth = newPixelWidth;
        this.pixelHeight = newPixelHeight;

        this.emit('resize', this);

        this._resourceId++;
        this.emit('change', this);
    }

    /**
     * Lets the renderer know that this texture has been updated and its mipmaps should be re-generated.
     * This is only important for RenderTexture instances, as standard Texture instances will have their
     * mipmaps generated on upload. You should call this method after you make any change to the texture
     *
     * The reason for this is is can be quite expensive to update mipmaps for a texture. So by default,
     * We want you, the developer to specify when this action should happen.
     *
     * Generally you don't want to have mipmaps generated on Render targets that are changed every frame,
     */
    public updateMipmaps()
    {
        if (this.autoGenerateMipmaps && this.mipLevelCount > 1)
        {
            this.emit('updateMipmaps', this);
        }
    }

    /** @deprecated since 8.0.0 */
    set wrapMode(value: WRAP_MODE)
    {
        // eslint-disable-next-line max-len
        deprecation(v8_0_0, 'TextureSource.wrapMode property has been deprecated. Use TextureSource.style.addressMode instead.');
        this._style.wrapMode = value;
    }

    /** @deprecated since 8.0.0 */
    get wrapMode(): WRAP_MODE
    {
        // eslint-disable-next-line max-len
        deprecation(v8_0_0, 'TextureSource.wrapMode property has been deprecated. Use TextureSource.style.addressMode instead.');

        return this._style.wrapMode;
    }