The renderer this System works for.
Generic destroy methods to be overridden by the subclass
Sets type of MaskData based on its maskObject
Removes the last mask from the mask stack and doesn't return it.
NOTE: The batch renderer should be flushed beforehand to render the masked contents before the mask is removed.
Display Object to pop the mask from
Removes the last filter from the filter stack and doesn't return it.
Enables the mask and appends it to the current mask stack.
NOTE: The batch renderer should be flushed beforehand to prevent pending renders from being masked.
Display Object to push the mask to
Applies the Mask and adds it to the current filter stack.
Sprite to be used as the mask
Changes the mask stack that is used by this System.
The mask stack
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System plugin to the renderer to manage masks.
There are three built-in types of masking:
The best type of masking is auto-detected when you
push
one. To use scissor masking, you must pass in aGraphics
object with just a rectangle drawn.Mask Stacks
In the scene graph, masks can be applied recursively, i.e. a mask can be applied during a masking operation. The mask stack stores the currently applied masks in order. Each PIXI.BaseRenderTexture holds its own mask stack, i.e. when you switch render-textures, the old masks only applied when you switch back to rendering to the old render-target.
PIXI