phaser
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A fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers from the team at Phaser Studio Inc.
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JavaScript
/**
* @author Benjamin D. Richards <benjamindrichards@gmail.com>
* @copyright 2013-2026 Phaser Studio Inc.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* Renders this Game Object with the WebGL Renderer to the given Camera.
* The object will not render if any of its renderFlags are set or it is being actively filtered out by the Camera.
* This method should not be called directly. It is a utility function of the Render module.
*
* @method Phaser.GameObjects.SpriteGPULayer#renderWebGL
* @since 4.0.0
* @private
*
* @param {Phaser.Renderer.WebGL.WebGLRenderer} renderer - A reference to the current active WebGL renderer.
* @param {Phaser.GameObjects.Image} src - The Game Object being rendered in this call.
* @param {Phaser.Renderer.WebGL.DrawingContext} drawingContext - The current drawing context.
* @param {Phaser.GameObjects.Components.TransformMatrix} [parentMatrix] - This transform matrix is defined if the game object is nested.
*/
var SpriteGPULayerWebGLRenderer = function (renderer, src, drawingContext, parentMatrix)
{
drawingContext.camera.addToRenderList(src);
var customRenderNodes = src.customRenderNodes;
var defaultRenderNodes = src.defaultRenderNodes;
(customRenderNodes.Submitter || defaultRenderNodes.Submitter).run(
drawingContext
);
};
module.exports = SpriteGPULayerWebGLRenderer;