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Function: pushTextRenderCommands()

pushTextRenderCommands(commands, textComponent, textMesh, entityPosition, rotationComponent, scaleComponent): void

Defined in: text/rendering/glyph-quad.ts:184

Pushes the render commands for every visible glyph in textMesh, as two ordered passes: outline/shadow ("effects") first, then fill - see createTextRenderable's doc comment for why. The effects pass is skipped entirely when neither an outline nor a shadow is actually configured (the common case), so plain text costs exactly what it did before this split. Both passes share the same layer/depth per glyph, so the render system's stable sort-by-(layer, depth) preserves this push order, keeping every glyph's fill drawn after every glyph's effects for this entity.

Parameters​

commands​

RenderCommand[]

The render command buffer to push into.

textComponent​

TextEcsComponent

The entity's TextEcsComponent (for layer, color, and effect fields).

textMesh​

TextMeshEcsComponent

The entity's shaped glyph quads to push commands for.

entityPosition​

PositionEcsComponent

The entity's position; each glyph is offset from it.

rotationComponent​

RotationEcsComponent | null

The entity's rotation, if it has one.

scaleComponent​

ScaleEcsComponent | null

The entity's scale, if it has one.

Returns​

void