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const cacheAlpha = this.alpha;
this.alpha = 1;
const cachedRenderTarget = renderer.context;
bounds.ceil(settings.RESOLUTION);
const renderTexture = RenderTexture.create(bounds.width, bounds.height);
const textureCacheId = `cacheAsBitmap_${uid()}`;
this._cacheData.textureCacheId = textureCacheId;
BaseTexture.addToCache(renderTexture.baseTexture, textureCacheId);
Texture.addToCache(renderTexture, textureCacheId);
// need to set //
const m = _tempMatrix;
this.transform.localTransform.copyTo(m);
m.invert();
m.tx -= bounds.x;
m.ty -= bounds.y;
// m.append(this.transform.worldTransform.)
// set all properties to there original so we can render to a texture
this.renderCanvas = this._cacheData.originalRenderCanvas;
// renderTexture.render(this, m, true);
bounds.ceil(settings.RESOLUTION);
// for now we cache the current renderTarget that the WebGL renderer is currently using.
// this could be more elegant..
const cachedRenderTarget = renderer._activeRenderTarget;
// We also store the filter stack - I will definitely look to change how this works a little later down the line.
// const stack = renderer.filterManager.filterStack;
// this renderTexture will be used to store the cached DisplayObject
const renderTexture = RenderTexture.create(bounds.width, bounds.height);
const textureCacheId = `cacheAsBitmap_${uid()}`;
this._cacheData.textureCacheId = textureCacheId;
BaseTexture.addToCache(renderTexture.baseTexture, textureCacheId);
Texture.addToCache(renderTexture, textureCacheId);
// need to set //
const m = _tempMatrix;
m.tx = -bounds.x;
m.ty = -bounds.y;
// reset
this.transform.worldTransform.identity();
// set all properties to there original so we can render to a texture
this.render = this._cacheData.originalRender;
renderer.render(this, renderTexture, true, m, true);
// now restore the state be setting the new properties