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1.69Renderer .590
1.69.1 Renderer.Camera2dGetPosition .590
1.69.2 Renderer.Camera2dGetRotation.591
1.69.3 Renderer.Camera2dGetScale .591
1.69.4 Renderer.Camera2dSetPosition .592
1.69.5 Renderer.Camera2dSetRotation .592
1.69.6 Renderer.Camera2dSetScale .593
1.69.7 Renderer.Create .593
1.69.8 Renderer.DrawCircle2d .594
1.69.9 Renderer.DrawLine2d .595
1.69.10 Renderer.DrawLineList2d .595
1.69.11 Renderer.DrawQuad2d .596
1.69.12 Renderer.DrawQuads2d .596
1.69.13 Renderer.DrawRect2d .597
1.69.14 Renderer.DrawSprite .598
1.69.15 Renderer.DrawSprites .599
1.69.16 Renderer.DrawText2d .599
1.69.17 Renderer.DrawTriList2d .600
1.69.18 Renderer.GetOverlay .601
1.69.19 Renderer.GetPosition .601
1.69.20 Renderer.GetScale .602
1.69.21 Renderer.GetSize .602
1.69.22 Renderer.GetTextSize .603
1.69.23 Renderer.SetBlendMode2d .603
1.69.24 Renderer.SetFont .604
1.69.25 Renderer.SetFontHorzAlignment .605
1.69.26 Renderer.SetFontScale .605
1.69.27 Renderer.SetFontVertAlignment .606
1.69.28 Renderer.SetOverlay .606
1.69.29 Renderer.SetPosition .607
1.69.30 Renderer.SetScale .608
1.69.31 Renderer.SetSize .608
1.69.32 Renderer.SetTarget .609
Renderer
Renderer.Camera2dGetPosition
Brief
Returns the current overlay's camera position as a Vector4.
Definition
Vector4 Renderer.Camera2dGetPosition( Renderer renderer )
Renderer.Camera2dGetPosition( Renderer renderer, Vector4 outPos )
Arguments
renderer - The renderer to query.outPos - (out) The vector to receive the position.
Return Values
The current camera's position.
Description
Returns the current overlay's camera position as a Vector4. Only the X and Y components of the returned vector will be valid.
Examples
! overlayld = Renderer.GetOverlay( renderer )
! pos = Renderer.Camera2dGetPosition( renderer )
; print( "Camera for overlay " .. overlayld .. " has position " .. pos )
See Also
• Renderer.Camera2dSetPosition
Renderer.Camera2dGetRotation
Brief
Returns the current overlay's camera rotation.
Definition
number Renderer.Camera2dGetRotation( Renderer renderer )
Arguments
renderer - The renderer to query.
Return Values
The camera's rotation in degrees.
Description
Returns the current overlay's camera rotation in degrees.
Examples
! overlayld = Renderer.GetOverlay( renderer )
; rot = Renderer.Camera2dGetRotation( renderer )
; print( "Camera for overlay " .. overlayld .. " has rotation " .. rot )
See Also
• Renderer.Camera2dSetRotation
Renderer. Camera2dGetScale
Brief
Returns the current overlay's camera scale.
Definition
Vector4 Renderer.Camera2dGetScale( Renderer renderer )
Renderer.Camera2dGetScale( Renderer renderer, Vector4 outScale )
Arguments
renderer - The renderer to query.outScale - (out) The vector to receive the scale.
Return Values
The camera's scale in the X and Y components of the returned vector.
Description
Returns the current overlay's camera scale. The Z and W components of the returned Vector4 set to 0.
Examples
overlayld = Renderer.GetOverlay( renderer )
s = Renderer.Camera2dGetScale( renderer )
print( "Camera for overlay " .. overlayld .. " has scale X=" .. s:X() .. " Y=" .. s:Y() )
See Also
• Renderer. Camera2dSetScale
Renderer. Camera2dSetPosition
Brief
Set the current overlay's camera position.
Definition
Renderer.Camera2dSetPosition( Renderer renderer, Vector4 position )
Arguments
renderer - The renderer to update.position - The new position for the camera.
Return Values
None.
Description
Set the current overlay's camera position to the specified vector. The Z and W components of the specified position are ignored.
Examples
! Renderer.Camera2dSetPosition( renderer, Vector4.Create( -512, -360 ) )
See Also
• Vector4.Create
Renderer. Camera2dSetRotation
Brief
Set the current overlay's camera rotation.
Definition
Renderer.Camera2dSetRotation( Renderer renderer, number rotation )
Arguments
renderer - The renderer to update.rotation - The rotation in degrees.
Return Values
None.
Description
Set the current overlay's camera rotation in degrees.
Examples
Renderer.Camera2dSetRotation( renderer, 180.0 )
See Also
None
Renderer.Camera2dSetScale
Brief
Set the current overlay’s camera scale.
Definition
Renderer.Camera2dSetScale( Renderer renderer, Vector4 scale )
Renderer.Camera2dSetScale( Renderer renderer, number x, number y )
Arguments
renderer - The renderer to update.scale - The 2D scale values as the X and Y components of the vector. The Z and W components are ignored.x
- X scale value.y - Y scale value.
Return Values
None.
Description
Set the current overlay's camera scale. The scale values are set into a 2D "view" matrix, and thus the scaling of the result will be the reciprocal of
the values. For example, setting scale to (0.5, 0.5) will double the size of the output, (2.0, 2.0) will halve it. Setting a scale of 0 will make the
overlay invisible. Note that currently text will not be scaled (nor rotated).
Examples
Renderer.Camera2dSetScale( renderer, 0.5, 2.0 )
Renderer.Camera2dSetScale( renderer, Vector4.Create( 0.5, 2.0 ) )
See Also
• Renderer.Camera2dGetScale
Renderer.Create
Brief
Creates a new Renderer object.
Definition
Renderer Renderer.Create( Vector4 pos=[0, 0, 0, 0], Vector4 size=[1280, 720, 0, 0], Vector4 scale=[l,
1, 1, 1], type = 'normal' )
Arguments
pos - The position of the renderer relative to where its attached to.size - The size of the renderer relative to where its attached to.scale - The scale
of the renderer relative to where its attached to.type - The type of the renderer. Can be one of the following:
"normal" - Automatically hidden when using the Menu Screen or in the Navigator etc.
"global" - Shows always, only hidden when wardrobe is active.
"scene" - Automatically hidden when using the wardrobe or in the Navigator but not hidden when it renders in the scene.
Return Values
A new Renderer instance.
Description
Creates a new Renderer object, if the renderer does not have a target set, it will default to being full screen with a size of 1280x720. If it is
targeted at a screen, then the position is relative to that screen. Each renderer consists of 16 overlays and each overlay has its own camera. A
use case for overlays can be having the HUD on one overlay, the game on another and the background sprites on a third.
Examples
renderer = Renderer.Create()
See Also
• Renderer.SetTarget
Renderer.DrawCircle2d
Brief
Draws a 2-dimensional circle.
Definition
Renderer.DrawCircle2d( Renderer renderer, Vector4 center, number radius, number segmentCount = 16,
Vector4 rgba = [1,1,1,1] )
Renderer.DrawCircle2d( Renderer renderer, number x, number y, number radius, number segmentCount = 16,
Vector4 rgba = [1,1,1,1] )
Arguments
renderer - Target renderer for the draw call.center - The center of the circle.x - The x position of the circle's center.y - The y position of the circle's
center.radius - The radius of the circle.segmentCount - The number of segments to use to make the circle.rgba - RGBA values determine the
color of the circle.
Return Values
None.
Description
Draws a 2-dimensional circle. The color defaults to white.
Examples
— Render a blue circle
Renderer.DrawCircle2d( renderer, Vector4.Create( 0, 0 ), 60, 10, Vector4.Create( 0, 0, 1, 1 ) );
See Also
None
Renderer.DrawLine2d
Brief
Draws a 2-dimensional line.
Definition
Renderer.DrawLine2d( Renderer renderer, Vector4 posl, Vector4 pos2, Vector4 rgba = [1,1,1,1] )
Renderer.DrawLine2d( Renderer renderer, number xl, number yl, number x2, number y2, Vector4 rgba =
[ 1 , 1 , 1 , 1 ] )
Arguments
renderer - Target renderer for the draw call.posl - The first point in the line. The Z and W components of the vector will be ignored.pos2 - The
second point in the line. The Z and W components of the vector will be ignored.xl - The first point's X coordinate.yl - The first point’s Y
coordinated - The second point's X coordinate.y2 - The second point's Y coordinate.rgba - RGBA values determine the color of the line.
Return Values
None.
Description
Draws a 2-dimensional line. The color defaults to white.
Examples
! — Render a blue line
| Renderer.DrawLine2d( renderer, Vector4.Create( 0, 0 ), Vector4.Create( 100, 200 ), Vector4.Create( 0,
j 0, 1, 1 ) )
See Also
• Renderer. DrawText2d
Renderer. DrawLineList2d
Brief
Draws a list of 2D lines.
Definition
Renderer.DrawLineList2d( Renderer renderer, Vector4[] lineList, Vector4 rgba = [ 1, 1, 1, 1 ] )
Arguments
renderer - Target renderer for the draw call.lineList - Table of vector pairs defining the 2D line segments.rgba - Color of the line list. Defaults to
white.
Return Values
None.
Description
Draws a list of 2D lines.
Examples
lineList = {}
lineList[l] = Vector4.Create( 10, 10 )
lineList[2] = Vector4.Create( 20, 20 )
Renderer.DrawLineList2d( Tenderer, lineList )
See Also
• Vector4.Create
Renderer. DrawQuad2d
Brief
Draw a single quad with specified vertex details.
Definition
Renderer.DrawQuad2d(Renderer renderer, table points, table uvs, table colors, Texture texture = nil)
Arguments
renderer - Renderer to use.points - An array of 8 numbers, representing 4 XY pairs, the corner vertices of the rect.uvs - An array of 8 numbers,
representing 4 UV pairs, the texture cooordinates of the rect corners. Must be nil if no
texture is specified.colors - An array of 4 Vector4 values, representing the color for each vertex. If nil, white (1, 1, 1, 1) is assumed.texture -
Texture to use. If nil, no texture is applied and the UV coordinates must be nil.
Return Values
None.
Description
This function is a more flexible alternative to DrawRect2d. All 4 vertices of the quad are specified and the UV (texture) coordinates and colors can
be set. Only one texture can be applied to the quad. DrawRect2d will use less memory and be more performant, so prefer that unless you require
the additional options this function provides.
Examples
points = { -100, 100, 100, 100, 100, -100, -100, -100 } — 200x200 square centered on origin
uvs = { 0, 0, 1, 0, 1, 1, 0, 1 }
colors = { Vector4.Create(1, 0, 0, 1), Vector4.Create(1, 0, 0, 1), Vector4.Create(0, 0, 1, 1),
Vector4.Create(0, 0, 1, 1) }
renderer:DrawQuad2d(points, uvs, colors, texture)
See Also
• Renderer. DrawRect2d
Renderer.DrawQuads2d
Brief
Draws 2D quads using data contained within MemoryContainers.
Definition
Renderer.DrawQuads2d( Renderer Tenderer, number startVertex, number quadCount, Texture texture=nil,
Matrix44 matrix=nil, MemoryContainer positionData, MemoryContainer uvData=nil, MemoryContainer
colorData|Vector4 colorVec )
Arguments
renderer - The renderer to use.quadCount - The number of quads to render.texture - The texture to use or nil if untextured.matrix - The world
matrix for the quads or nil if not required.positionData - A MemoryContainer containing positions for the quads. Each quad is made up of 4
vertices and each vertex has an X and Y position which are of type Float32.startVertex - The first vertex index to start from. A startVertex of 0 is
the first vertex as MemoryContainer data starts at 0 as well. This applies to all MemoryContainers.uvData - A MemoryContainer containing the
texture UVs for the quads. Each quad is made up of 4 vertices and each vertex has a U and V value which are of type Float32.colorData - A
MemoryContainer containing the color for the quads. Each quad is made up of 4 vertices and each vertex has 4 color channels (Red, Gree, Blue,
Alpha) which are type Ulnt8 and range from 0 to 255.colorVec - A vector to use for all the quads instead of using colorData.
Return Values
None.
Description
This function lets you draw multiple textured or untextured quads at once using a maximum of one texture with the quad data stored in the
supplied memory containers. You can specify the offset of the memory containers and the number of quads you want to draw so you could use
the same set of memory containers and draw sections of the data with different matrices or textures. If a matrix is specified then all of the
positions are transformed with the matrix. Example usages are custom fonts, especially where there is a large body of static text that you wish to
render so one function can set up your memory containers once and then render it each frame with Renderer.DrawQuads2d. Another usage is to
have static background data such as a shoot-em up or platform game where the memory containers are set up once and then you only need to do
one call per frame to render it all. You can also update the memory containers dynamically for usages such as a 2d particle system or when you
are required to renderer hundreds of sprites.
Note: The memory container set functions can take arrays of values to minimize the API calls when setting up your memory containers.
Examples
Renderer.DrawQuads2d( g_renderer, 0, g_quadCount, g_fontTexture, g_worldMatrix, g_positions, g_uvs,
g_cols )
See Also
• MemoryContainer.Create
Renderer.DrawRect2d
Brief
Draws a solid 2-dimensional rectangle.
Definition
Renderer.DrawRect2d( Renderer renderer,
[1,1,1,1], Texture texture = nil )
Renderer.DrawRect2d( Renderer renderer,
rgba = [1,1,1,1], Texture texture = nil
Vector4 bottomLeftPos, Vector4 topRightPos, Vector4 rgba =
number left, number bottom, number right, number top, Vector4
)
Arguments
Tenderer - Target Tenderer for the draw call.bottomLeftPos - The bottom left position of the rectangle.topRightPos - The top right position of the
rectangle.left - The left coordinate of the rectangle.right - The right coordinate of the rectangle.bottom - The bottom coordinate of the rectangle.top
- The top coordinate of the rectangle.rgba - The color of the rectangle.texture - The texture to use.
Return Values
None.
Description
Draws a solid 2-dimensional rectangle. The color defaults to white and it is untextured unless a texture is specified.
Examples
— A red rectangle is produced in this example:
renderer = Renderer.Create ()
Renderer.DrawRect2d( renderer, Vector4.Create( 0, 0 ), Vector4.Create( 100, 200 ), Vector4.Create( 1,
0 , 0 , 1 ) );
See Also
• Renderer.Create
Renderer.DrawSprite
Brief
Draws a sprite.
Definition
Renderer.DrawSprite( Renderer renderer. Sprite sprite )
Arguments
renderer - Target renderer for the draw call.sprite - The sprite to draw.
Return Values
None.
Description
Draws a sprite.
Examples
renderer = Renderer.Create ()
sprite = Sprite.Create ()
Sprite.SetTexture( sprite. Texture.Find( "texture.dds" ) )
Renderer.DrawSprite( renderer, sprite )
See Also
• Renderer.Create
Sprite.Create
• Sprite.SetTexture
• Renderer.DrawSprites
Renderer.DrawSprites
Brief
Draws an array of sprites.
Definition
! Renderer.DrawSprites( Renderer Tenderer, Sprite[] sprites, number startlndex = 1, number endlndex =
i #sprites )
Arguments
renderer - Target renderer for the draw call.sprites - A table of sprites to draw.startlndex - The index in the table to start drawing from. Defaults to
1 .endlndex - The index in the table to stop drawing to. Defaults to the length of the table.
Return Values
None.
Description
Draws one or more sprites.
Examples
renderer = Renderer.Create ()
sprites = { Sprite.Create(), Sprite.Create(), Sprite.Create(), Sprite.Create() }
Sprite.SetTexture( sprites[1], Texture.Find( "texturel.dds" ) )
Sprite.SetTexture( sprites [2], Texture.Find( "texture2.dds" ) )
Sprite.SetTexture( sprites[3], Texture.Find( "texture3.dds" ) )
Sprite.SetTexture( sprites[4], Texture.Find( "texture4.dds" ) )
Renderer.DrawSprites( renderer, sprites ) — Draw all 4 sprites
Renderer.DrawSprites( renderer, sprites, 2, 4 ) — Draw 2nd, 3rd and 4th sprite.
See Also
• Renderer.Create
• Sprite.Create
• Sprite.SetTexture
• Renderer. DrawSprite
Re nde rer. D rawT ext2d
Brief
Draws text using the default font.
Definition
Renderer.DrawText2d( Renderer Tenderer, Vector4 position, string text, Vector4 rgba = [1,1,1,1],
number maxWidth = -1 )
Renderer.DrawText2d( Renderer renderer, number x, number y, string text, Vector4 rgba = [1,1,1,1],
number maxWidth = -1 )
Arguments
renderer - Target renderer for the draw call.position - The x,y position of the text. The Z and W components of the vector will be ignored.x - The x
position of the text.y - The y position of the text.text - The text to render.rgba - The color of the text.maxWidth - The maximum width in pixels the
text can be before it goes onto the next line.
Return Values
None.
Description
Draws text using the default font. The color defaults to white.
Examples
! Renderer.DrawText2d( renderer, Vector4.Create( 5, 12 ), "hello" )
See Also
• Vector4.Create
Renderer.DrawTriList2d
Brief
Renders a list of 2D triangles.
Definition
! Renderer.DrawTriList2d( Renderer renderer, Vector4[] points, Vector4 color = [1,1,1,1] )
Arguments
renderer - Target renderer for the draw call.points - The list of corner coordinates for the triangles. Must be multiple of 3.color - The color for the
triangles. Defaults to white.
Return Values
None.
Description
Renders a list of 2D triangles. The color for the triangles defaults to white.
Examples
vertList = {}
vertList[l] = Vector4.Create( 10, 10 )
vertList[2] = Vector4.Create( 20, 20 )
vertList[3] = Vector4.Create( 10, 20 )
green = Vector4.Create( 0, 1, 0, 1 )
Renderer.DrawTriList2d( renderer, vertList, green )
See Also
• Vector4.Create
Renderer.GetOverlay
Brief
Returns the current overlay.
Definition
number Renderer.GetOverlay( Renderer Tenderer )
Arguments
renderer - The renderer to query.
Return Values
The initial overlay is 0 and it can range from 0 to 15.
Description
Returns the current overlay.
Examples
! — Save the current overlay
; previousOverlay = Renderer.GetOverlay( renderer )
j Renderer.SetOverlay( renderer, uiOverlay )
| — Render UI
! — Restore old overlay
1 Renderer.SetOverlay( renderer, previousOverlay )
See Also
• Renderer.SetOverlay
Renderer.GetPosition
Brief
Returns the current position of the renderer.
Definition
Vector4 Renderer.GetPosition( Renderer renderer )
Renderer.GetPosition( Renderer renderer, Vector4 outPos )
Arguments
renderer - The renderer to query.outPos - (out) The vector to receive the position.
Return Values
The current position of the Tenderer.
Description
Returns the current position of the Tenderer.
Examples
print( "The current position is " .. Renderer.GetPosition( renderer ) )
See Also
None
Renderer.GetScale
Brief
Returns the current scale of the renderer.
Definition
Vector4 Renderer.GetScale( Renderer renderer )
Renderer.GetScale( Renderer renderer, Vector4 outScale )
Arguments
renderer - The renderer to query.outScale - (out) The vector to receive the scale.
Return Values
The current scale of the renderer.
Description
Returns the current scale of the renderer.
Examples
: print( "The current scale is " .. Renderer.GetScale( renderer ) )
See Also
None
Renderer.GetSize
Brief
Returns the current size of the renderer.
Definition
Vector4 Renderer.GetSize( Renderer renderer )
Renderer.GetSize( Renderer renderer, Vector4 outsize )
Arguments
Tenderer - The Tenderer to query.outSize - (out) The vector to receive the size.
Return Values
The current size of the Tenderer.
Description
Returns the current size of the Tenderer.
Examples
! print( "The current size is " .. Renderer.GetSize( renderer ) )
See Also
None
Renderer.GetTextSize
Brief
Calculates the pixel width of the text using the current font.
Definition
Vector4 Renderer.GetTextSize( Renderer renderer, string text, number maxWidth = -1 )
Arguments
renderer - The renderer to query.text - The text to measure.maxWidth - The text to measure.
Return Values
A vector containing the pixel width and height of the text.
Description
Calculates the pixel width of the text using the current font. The size includes the current font's scale. Only the X and Y components of the
returned vector are valid, where the X component corresponds to the specified text's width in pixels, and the Y component corresponds to its
height. The Z and W components are set to zero and can be ignored. If maxWidth is specified the size is calculated with a maximum width that
mirrors the DrawText2d maxWidth parameter.
Examples
size = Renderer.GetTextSize( renderer, "Hello World!" )
print( "Text width is " .. Vector4.X( size ) )
print( "Text height is " .. Vector4.Y( size ) )
See Also
• Renderer. DrawText2d
Renderer.SetBlendMode2d
Brief
Sets the blend mode of the specified Tenderer's current overlay.
Definition
Renderer.SetBlendMode2d( Renderer Tenderer, number preset )
Arguments
renderer - The renderer to set the blend function on.preset - Blend mode preset to access well known definitions. Can be one of the following:
BlendMode2d. Blend
BlendMode2d.Add
BlendMode2d. Multiply
BlendMode2d.Xor
Return Values
Description
This works on the current overlay. All overlays default to BlendMode2d.Blend every frame. You can Change the blend mode state between render
calls, for example changing the blend to additive, drawing several sprites, then changing the blend to multiply and drawing quads with
Renderer. DrawQuads2d.
Examples
Renderer.SetBlendMode2d( renderer, BlendMode2d.Blend ); —Revert to normal blend mode
Renderer.SetBlendMode2d( renderer, BlendMode2d.Add ); —Set to additive
See Also
• Material.SetBlendMode
Renderer.SetFont
Brief
Sets the current font for rendering.
Definition
Renderer.SetFont( Renderer renderer, string fontName )
Renderer.SetFont( Renderer renderer, Font font )
Arguments
renderer - The renderer to use.fontName - The name of the font to use. Values can be one of the following:
"13reg" - the default for Renderer
"13bold”
"18reg”
"18bold”
"26reg”
"26bold”
"60bold"font - A valid custom Font object.
Return Values
None.
Description
Sets the current font for rendering. The default is "13reg".
Examples
local text = 'big font'
Renderer.SetFont( renderer, "60bold" )
local pos = Vector4.Create( 5 + Renderer.GetTextSize( text ) * 0.75, 12 )
Renderer.DrawText2d( renderer, pos, text )
font = Font.Create( myFontResource, 8 ) — or Font.Create( "MyFontResourceName", 8 )
Renderer.SetFont ( renderer, font )
Renderer.DrawText2d( renderer, textPos, "Check out my custom font!" )
See Also
• Font.Create
Renderer.SetFontHorzAlignment
Brief
Sets the horizontal alignment of the font when rendering text.
Definition
Renderer.SetFontHorzAlignment( Renderer renderer, string alignment )
Arguments
renderer - The renderer to update.alignment - The horizontal alignment of text to be renderered. Can be one of the following:
"left"
"center"
"right"
Return Values
None.
Description
Sets the horizontal alignment of the font when rendering text. When a renderer is created the default value is "left".
Examples
! Renderer.SetFontHorzAlignment( renderer, "center" )
See Also
• Renderer.SetFontVertAlignment
Renderer.SetFontScale
Brief
Sets the font scale.
Definition
Renderer.SetFontScale( Renderer renderer, number scaleX, number scaleY = scaleX )
Arguments
Tenderer - The renderer to update.scaleX - The horizontal scale in the x-axis.scaleY - The vertical scale in the y-axis.
Return Values
None.
Description
Sets the font scale.
Examples
! Renderer.SetFontScale ( renderer, 10 )
See Also
• Renderer. DrawText2d
Renderer.SetFontVertAlignment
Brief
Sets the vertical alignment of the font when rendering text.
Definition
! Renderer.SetFontVertAlignment( Renderer renderer, string alignment )
Arguments
renderer - The renderer to update.alignment - The vertical alignment of text to be renderered. Can be one of the following:
"top"
"center"
"bottom"
Return Values
None.
Description
Sets the vertical alignment of the font when rendering text. When a renderer is created the default value is "top".
Examples
! Renderer.SetFontVertAlignment( renderer, "top" )
See Also
• Renderer. SetFontHorzAlignment
Renderer.SetOverlay
Brief
Sets the current overlay.
Definition
Renderer.SetOverlay( Renderer Tenderer, number overlay )
Arguments
renderer - The renderer to update.overlay - The overlay id which ranges from 0 to 15.
Return Values
None.
Description
Sets the current overlay. Overlays are drawn in the order 0 to 15.
Examples
! — Save the current overlay
i previousOverlay = Renderer.GetOverlay( renderer )
j Renderer.SetOverlay( renderer, uiOverlay )
; — Render UI
; — Restore old overlay
j Renderer.SetOverlay( renderer, previousOverlay )
See Also
• Renderer.GetOverlay
Renderer.SetPosition
Brief
Sets the renderer to the specified position.
Definition
! Renderer.SetPosition( Renderer renderer, Vector4 position )
Arguments
renderer - The renderer to update.position - The new position of the renderer.
Return Values
None.
Description
Sets the renderer to the specified position. The default is [ 0, 0, 0, 1 ].
Examples
renderer = Renderer.Create()
Renderer.SetPosition( renderer, Vector4.Create( -100, 42 ) )
See Also
• Renderer.Create
• Vector4.Create
Renderer.SetScale
Brief
Sets the renderer to the specified scale.
Definition
Renderer.SetScale( Renderer renderer, Vector4 scale )
Arguments
renderer - The renderer to update.scale - The new scale of the renderer.
Return Values
None.
Description
Sets the renderer to the specified scale. The default is [ 1, 1, 1, 1 ].
Examples
j renderer = Renderer.Create ()
i Renderer.SetScale( renderer, Vector4.Create( 2, 2 ) )
See Also
• Renderer.Create
• Vector4.Create
Renderer.SetSize
Brief
Sets the renderer to the specified size.
Definition
Renderer.SetSize( Renderer renderer, Vector4 size )
Arguments
renderer - The renderer to update.size - The new size of the renderer.
Return Values
None.
Description
Sets the Tenderer to the specified size. The default is [ 1280, 720, 0, 0 ]. Anything outside of the size will be clipped.
Examples
Tenderer = Renderer.Create()
Renderer.SetSize( renderer, Vector4.Create( 1024, 720 ) )
See Also
• Renderer.Create
• Vector4.Create
Renderer.SetTarget
Brief
Sets the target of the renderer.
Definition
! Renderer.SetTarget( Renderer renderer. Screen screen )
Arguments
renderer - The renderer to update.screen - The screen to render to.
Return Values
None.
Description
The target of the renderer is set to a screen so instead of rendering in full screen mode it is rendered to the specified screen.
Examples
renderer = Renderer.Create ()
screen = ArcadeGame.GetScreen()
Renderer.SetTarget( renderer, screen )
See Also
• ArcadeGame.GetScreen
• Scene.FindScreen
• Screen.Create