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
The entity's TextEcsComponent (for layer, color, and effect fields).
textMesh
The entity's shaped glyph quads to push commands for.
entityPosition
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