# render ### _main object A handle for low-level GPU operations via SDL GPU. Freed on GC. ### device object ### stencil_writer(...args) function ### fillmask(ref) function Draw a fullscreen shape using a 'screenfill' shader to populate the stencil buffer with a given reference. **ref**: The stencil reference value to write. **Returns**: None ### mask(image, pos, scale, rotation, ref) function Draw an image to the stencil buffer, marking its area with a specified reference value. **image**: A texture or string path (which is converted to a texture). **pos**: The translation (x, y) for the image placement. **scale**: Optional scaling applied to the texture. **rotation**: Optional rotation in radians (unused by default). **ref**: The stencil reference value to write. **Returns**: None ### viewport(rect) function Set the GPU viewport to the specified rectangle. **rect**: A rectangle [x, y, width, height]. **Returns**: None ### scissor(rect) function Set the GPU scissor region to the specified rectangle (alias of render.viewport). **rect**: A rectangle [x, y, width, height]. **Returns**: None ### queue(cmd) function Enqueue one or more draw commands. These commands are batched until render_camera is called. **cmd**: Either a single command object or an array of command objects. **Returns**: None ### setup_draw() function Switch the current queue to the primary scene render queue, then invoke 'prosperon.draw' if defined. **Returns**: None ### setup_hud() function Switch the current queue to the HUD render queue, then invoke 'prosperon.hud' if defined. **Returns**: None