render(target = this.screen, clear = this.clearBeforeRender, transform = null)
    {
        // if no context, or context is lost, just bail.
        if (!this.gl || this.gl.isContextLost()) return;

        // tell everyone we are updating
        this.onBeforeRender.dispatch();

        // set the target
        target.transform = transform;
        this.state.setRenderTarget(target);

        // start the active object renderer
        this.activeObjectRenderer.start();

        // clear if we should
        if (clear) this.state.target.clear();

        // process all the entites and their systems
        this.update();

        // stop the active object renderer
        this.activeObjectRenderer.stop();

        // tell everyone we updated
        this.onAfterRender.dispatch();
    }
/**
     * Renders a drawable object to the render target.
     *
     * @param {RenderTarget} target - The target to render to, defaults to the screen.
     * @param {boolean} clear - Should we clear the screen before rendering?
     * @param {Matrix2d} transform - An optional matrix transform to apply for this render.
     */
Renders a drawable object to the render target.
@param {RenderTarget} target - The target to render to, defaults to the screen.
@param {boolean} clear - Should we clear the screen before rendering.
@param {Matrix2d} transform - An optional matrix transform to apply for this render.
Renders a drawable object to the render target . @param { RenderTarget } target - The target to render to defaults to the screen . @param { boolean } clear - Should we clear the screen before rendering . @param { Matrix2d } transform - An optional matrix transform to apply for this render .
render(target = this.screen, clear = this.clearBeforeRender, transform = null)
    {
        if (!this.gl || this.gl.isContextLost()) return;
        this.onBeforeRender.dispatch();
        target.transform = transform;
        this.state.setRenderTarget(target);
        this.activeObjectRenderer.start();
        if (clear) this.state.target.clear();
        this.update();
        this.activeObjectRenderer.stop();
        this.onAfterRender.dispatch();
    }
render ( target = this . screen , clear = this . clearBeforeRender , transform = null ) { if ( ! this . gl || this . gl . isContextLost ( ) ) return ; this . onBeforeRender . dispatch ( ) ; target . transform = transform ; this . state . setRenderTarget ( target ) ; this . activeObjectRenderer . start ( ) ; if ( clear ) this . state . target . clear ( ) ; this . update ( ) ; this . activeObjectRenderer . stop ( ) ; this . onAfterRender . dispatch ( ) ; }
Renders a drawable object to the render target.
Renders a drawable object to the render target .
// if no context, or context is lost, just bail. // tell everyone we are updating // set the target // start the active object renderer // clear if we should // process all the entites and their systems // stop the active object renderer // tell everyone we updated