* Prepare the renderer for drawing the mesh. On the `Camera3d` world-space * path the mesh emits final world coordinates, so it opts out of the base * anchor-point offset (Renderable#applyAnchorTransform = `false`) — * otherwise the offset would leak into the shared mesh view matrix. T
(renderer)
| 786 | * @param {CanvasRenderer|WebGLRenderer} renderer - a renderer instance |
| 787 | */ |
| 788 | preDraw(renderer) { |
| 789 | // world-space meshes pivot about their own origin, not a bounds-box |
| 790 | // anchor (see Mesh class doc + Renderable#applyAnchorTransform) |
| 791 | this.applyAnchorTransform = this._useWorldSpace !== true; |
| 792 | super.preDraw(renderer); |
| 793 | } |
| 794 | |
| 795 | /** |
| 796 | * Draw the mesh (automatically called by melonJS). Picks between two |
no outgoing calls