render
_main object
A handle for low-level GPU operations via SDL GPU. Freed on GC.
device object
stencil_writer(...args) function
fillmask(ref) function
Draw a fullscreen shape using a 'screenfill' shader to populate the stencil buffer with a given reference.
ref: The stencil reference value to write.
Returns: None
mask(image, pos, scale, rotation, ref) function
Draw an image to the stencil buffer, marking its area with a specified reference value.
image: A texture or string path (which is converted to a texture).
pos: The translation (x, y) for the image placement.
scale: Optional scaling applied to the texture.
rotation: Optional rotation in radians (unused by default).
ref: The stencil reference value to write.
Returns: None
viewport(rect) function
Set the GPU viewport to the specified rectangle.
rect: A rectangle [x, y, width, height].
Returns: None
scissor(rect) function
Set the GPU scissor region to the specified rectangle (alias of render.viewport).
rect: A rectangle [x, y, width, height].
Returns: None
queue(cmd) function
Enqueue one or more draw commands. These commands are batched until render_camera is called.
cmd: Either a single command object or an array of command objects.
Returns: None
setup_draw() function
Switch the current queue to the primary scene render queue, then invoke 'prosperon.draw' if defined.
Returns: None
setup_hud() function
Switch the current queue to the HUD render queue, then invoke 'prosperon.hud' if defined.
Returns: None