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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