screenspace
Draws a sprite attached to the camera for a duration. Simple declaration.
Parameters
SpriteAPI to render. Use Global.getSettings().getSprite(settings category, settings id)
Positioning mode, set the point of reference, useful for UI elements. use MagicRender.positioning STRETCH_TO_FULLSCREEN will override the size, FULLSCREEN_MAINTAIN_RATIO will use the size as a ratio reference and then scale the sprite accordingly.
Vector2f, center in world coordinates. Ignore for fullscreen.
Vector2f() velocity of the sprite. Ignore for fullscreen.
Vector2f(width, height) in pixels. size reference for FULLSCREEN_MAINTAIN_RATIO, ignore for STRETCH_TO_FULLSCREEN.
Vector2f() change of size over time in pixels/sec. Can be negative, a sprite that completely shrunk will be removed. Ignore for fullscreen.
float of the sprite's azimuth. 0 is pointing top. Ignore for fullscreen.
float of the sprite's rotation, in degree/sec. Ignore for fullscreen.
Color() override, also used for fading.
boolean for additive blending.
time in sec for fading in. Set to -1 for single frame render.
time in sec at maximum opacity (clamped by color). Set to -1 for single frame render.
time in sec for fading out. Set to -1 for single frame render.
Draws a sprite attached to the camera for a duration. Advanced declaration.
Parameters
SpriteAPI to render. Use Global.getSettings().getSprite(settings category, settings id)
Positioning mode, set the point of reference, useful for UI elements. use MagicRender.positioning STRETCH_TO_FULLSCREEN will override the size, FULLSCREEN_MAINTAIN_RATIO will use the size as a ratio reference and then scale the sprite accordingly.
Vector2f, center in world coordinates. Ignore for fullscreen.
Vector2f() velocity of the sprite. Ignore for fullscreen.
Vector2f(width, height) in pixels. size reference for FULLSCREEN_MAINTAIN_RATIO, ignore for STRETCH_TO_FULLSCREEN.
Vector2f() change of size over time in pixels/sec. Can be negative, a sprite that completely shrunk will be removed. Ignore for fullscreen.
float of the sprite's azimuth. 0 is pointing top. Ignore for fullscreen.
float of the sprite's rotation, in degree/sec. Ignore for fullscreen.
Color() override, also used for fading.
boolean for additive blending.
max jitter offset from base position
max jitter rotation from base position
max flickering range, can be >1 to maintain the sprite on or off
default opacity before flickering, can be >or <0
base frequency is 60 update per second, delay can be randomly increased to this value
time in sec for fading in. Set to -1 for single frame render.
time in sec at maximum opacity (clamped by color). Set to -1 for single frame render.
time in sec for fading out. Set to -1 for single frame render.
layer to render at
Draws a sprite attached to the camera for a duration. Advanced declaration with OpenGl blending options.
Parameters
SpriteAPI to render. Use Global.getSettings().getSprite(settings category, settings id)
Positioning mode, set the point of reference, useful for UI elements. use MagicRender.positioning STRETCH_TO_FULLSCREEN will override the size, FULLSCREEN_MAINTAIN_RATIO will use the size as a ratio reference and then scale the sprite accordingly.
Vector2f, center in world coordinates. Ignore for fullscreen.
Vector2f() velocity of the sprite. Ignore for fullscreen.
Vector2f(width, height) in pixels. size reference for FULLSCREEN_MAINTAIN_RATIO, ignore for STRETCH_TO_FULLSCREEN.
Vector2f() change of size over time in pixels/sec. Can be negative, a sprite that completely shrunk will be removed. Ignore for fullscreen.
float of the sprite's azimuth. 0 is pointing top. Ignore for fullscreen.
float of the sprite's rotation, in degree/sec. Ignore for fullscreen.
Color() override, also used for fading.
time in sec for fading in. Set to -1 for single frame render.
time in sec at maximum opacity (clamped by color). Set to -1 for single frame render.
time in sec for fading out. Set to -1 for single frame render.
layer to render at
max jitter offset from base position
max jitter rotation from base position
max flickering range, can be >1 to maintain the sprite on or off
default opacity before flickering, can be >or <0
base frequency is 60 update per second, delay can be randomly increased to this value
openGL source blend function
openGL destination blend function