* Set the current per-renderable depth value. GPU batchers (WebGL * today, WebGPU once it lands) push it into the vertex stream as the * `z` component of each vertex — a no-op under the default * orthographic projection, used by perspective (Camera3d) to scale * and parallax sprites by dista
(depth)
| 1067 | * @see Renderable#depth |
| 1068 | */ |
| 1069 | setDepth(depth) { |
| 1070 | this.currentDepth = depth; |
| 1071 | } |
| 1072 | |
| 1073 | /** |
| 1074 | * creates a Blob object representing the last rendered frame |
no outgoing calls
no test coverage detected