Sprites drawn in order into a target, one layer of a {:layers, [layer]} change.
target—:frame(the default), the window's picture, or a canvas handleclear—{r, g, b, a}from 0 to 1 the target is filled with first;nil(the default) draws over what the target holdsport—{x, y, width, height}in the target's pixels; the sprites are drawn only inside it.nil(the default) is the whole targetview—{x, y, width, height}, the part of the sprites' space shown in the port, stretched to fill it.nil(the default) places sprites in pixels from the port's top-left cornersprites—CauldronGPU.Sprites, drawn first to last
The frame's layers are drawn over the 3D scene, a transparent picture laid over its
display colours. A renderer that has never been sent a CauldronGPU.Camera draws its
layers alone, on black, and skips the 3D passes.
%CauldronGPU.SpriteLayer{
clear: {0.0, 0.0, 0.0, 1.0},
view: {0, 0, 320, 200},
sprites: [%CauldronGPU.Sprite{texture: ship, position: {160, 100}, origin: {8, 8}}]
}