crystal.window.draw_native

Draws on a viewport-sized canvas, and then draws the canvas on the screen. Canvas used by this function have their filtering mode set to "nearest", which makes them suitable to draw pixel-art games at native size.

Nested calls to this function use distinct canvas. As a result, this function may allocate a canvas. Previously used canvas are re-used when possible so allocations should be very rare.

Usage

crystal.window.draw_native(draw_function);

Arguments

Name Type Description
draw_function function Function containing the drawing logic.

Examples

MyScene.draw = function(self)
  crystal.window.draw_native(function()
    self.draw_system:draw_entities();
  end);
  self.ecs:notify_systems("draw_debug");
end

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