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