Draws the given object, or an array of objects, to this Render Texture.
It can accept any of the following:
Scene.childrento draw the whole list.
Note: You cannot draw a Render Texture to itself.
If passing in a Group or Container it will only draw children that return
willRender() method is called. I.e. a Container with 10 children,
5 of which have
visible=false will only draw the 5 visible ones.
If passing in an array of Game Objects it will draw them all, regardless if
they pass a
willRender check or not.
You can pass in a string in which case it will look for a texture in the Texture
Manager matching that string, and draw the base frame. If you need to specify
exactly which frame to draw then use the method
You can pass in the
y coordinates to draw the objects at. The use of
the coordinates differ based on what objects are being drawn. If the object is
a Group, Container or Display List, the coordinates are added to the positions
of the children. For all other types of object, the coordinates are exact.
tint values are only used by Texture Frames.
Game Objects use their own alpha and tint values when being drawn.
Calling this method causes the WebGL batch to flush, so it can write the texture data to the framebuffer being used internally. The batch is flushed at the end, after the entries have been iterated. So if you've a bunch of objects to draw, try and pass them in an array in one single call, rather than making lots of separate calls.
Any renderable Game Object, or Group, Container, Display List, other Render Texture, Texture Frame or an array of any of these.
The x position to draw the Frame at, or the offset applied to the object.
The y position to draw the Frame at, or the offset applied to the object.
The alpha value. Only used for Texture Frames and if not specified defaults to the
WebGL only. The tint color value. Only used for Texture Frames and if not specified defaults to the
This Render Texture instance.