The renderer this System works for.
Calculates the projectionMatrix to map points inside sourceFrame to inside destinationFrame.
The source frame in world space.
Whether rendering into the screen. Otherwise, if rendering to a framebuffer, the projection is y-flipped.
Generic destroy methods to be overridden by the subclass
Sets the transform of the active render target to the given matrix
Updates the projection-matrix based on the sourceFrame → destinationFrame mapping provided.
NOTE: It is expected you call renderer.framebuffer.setViewport(destinationFrame) after this. This is because
the framebuffer viewport converts shader vertex output in normalized device coordinates to window coordinates.
NOTE-2: {@link RenderTextureSystem#bind} updates the projection-matrix when you bind a render-texture. It is expected that you dirty the current bindings when calling this manually.
The rectangle in the render-target to render the contents into. If rendering to the canvas, the origin is on the top-left; if rendering to a render-texture, the origin is on the bottom-left.
The rectangle in world space that contains the contents being rendered.
The resolution of the render-target, which is the ratio of world-space (or CSS) pixels to physical pixels.
Whether the render-target is the screen. This is required because rendering to textures is y-flipped (i.e. upside down relative to the screen).
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System plugin to the renderer to manage the projection matrix.
The
projectionMatrixis a global uniform provided to all shaders. It is used to transform points in world space to normalized device coordinates.PIXI