Sprite.Draw

void Draw(Matrix& transform, Color32 color)

Draw the sprite on a quad with the provided transform!

   
Matrix& transform A Matrix describing a transform from model space to world space.
Color32 color Per-instance color data for this render item.
void Draw(Matrix& transform)

Draw the sprite on a quad with the provided transform!

   
Matrix& transform A Matrix describing a transform from model space to world space.
void Draw(Matrix& transform, TextAlign anchorPosition)

Draws the sprite at the location specified by the transform matrix. A sprite is always sized in model space as 1 x Aspect meters on the x and y axes respectively, so scale appropriately. The ‘position’ attribute describes what corner of the sprite you’re specifying the transform of.

   
Matrix& transform A Matrix describing a transform from model space to world space. A sprite is always sized in model space as 1 x Aspect meters on the x and y axes respectively, so scale appropriately and remember that your anchor position may affect the transform as well.
TextAlign anchorPosition Describes what corner of the sprite you’re specifying the transform of. The ‘Anchor’ point or ‘Origin’ of the Sprite.
void Draw(Matrix& transform, TextAlign anchorPosition, Color32 linearColor)

Draws the sprite at the location specified by the transform matrix. A sprite is always sized in model space as 1 x Aspect meters on the x and y axes respectively, so scale appropriately. The ‘position’ attribute describes what corner of the sprite you’re specifying the transform of.

   
Matrix& transform A Matrix describing a transform from model space to world space. A sprite is always sized in model space as 1 x Aspect meters on the x and y axes respectively, so scale appropriately and remember that your anchor position may affect the transform as well.
TextAlign anchorPosition Describes what corner of the sprite you’re specifying the transform of. The ‘Anchor’ point or ‘Origin’ of the Sprite.
Color32 linearColor Per-instance color data for this render item. It is unmodified by StereoKit, and is generally interpreted as linear.




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