JavaScript context translate doesnt work in electron
up vote
0
down vote
favorite
I am using ctx.translate(x, y)
to move Camera in canvas game. But for some reason, that doesn't work.
This is what I am using:
setCameraPos: function(x, y) {
//ctx.save()
ctx.translate(x, y)
ctx.setTransform(1, 0, 0, 1, 0, 0)
//ctx.restore()
}
It doesn't work at all. It does not change position of camera.
Any errors? No errors at all.
I am using Electron 3.0.3 Beta
.
I accept any libraries.
const canvas = document.getElementById('main')
const ctx = canvas.getContext('2d')
ctx.fillStyle = 'red'
ctx.fillRect(0, 0, 30, 30)
// This doesn't work | VVV
ctx.translate(20, 20)
ctx.setTransform(1, 0, 0, 1, 0, 0)
#main {
background-color: black;
}
<canvas id="main">
</canvas>
javascript node.js canvas html5-canvas electron
add a comment |
up vote
0
down vote
favorite
I am using ctx.translate(x, y)
to move Camera in canvas game. But for some reason, that doesn't work.
This is what I am using:
setCameraPos: function(x, y) {
//ctx.save()
ctx.translate(x, y)
ctx.setTransform(1, 0, 0, 1, 0, 0)
//ctx.restore()
}
It doesn't work at all. It does not change position of camera.
Any errors? No errors at all.
I am using Electron 3.0.3 Beta
.
I accept any libraries.
const canvas = document.getElementById('main')
const ctx = canvas.getContext('2d')
ctx.fillStyle = 'red'
ctx.fillRect(0, 0, 30, 30)
// This doesn't work | VVV
ctx.translate(20, 20)
ctx.setTransform(1, 0, 0, 1, 0, 0)
#main {
background-color: black;
}
<canvas id="main">
</canvas>
javascript node.js canvas html5-canvas electron
4
It would be useful if you would show an example with actual canvas content, and describe what you mean with "It doesn't work".
– trincot
Nov 19 at 13:32
Changed it. Thanks for pointing it out.
– Mr.DeleteMyMessages
Nov 19 at 13:38
ThesetTransform
overwrites any previous transforms, liketranslate
– Blindman67
Nov 19 at 13:47
Please note that all the transformations are effective on future draw operations and not on past ones
– axelduch
Nov 19 at 13:47
add a comment |
up vote
0
down vote
favorite
up vote
0
down vote
favorite
I am using ctx.translate(x, y)
to move Camera in canvas game. But for some reason, that doesn't work.
This is what I am using:
setCameraPos: function(x, y) {
//ctx.save()
ctx.translate(x, y)
ctx.setTransform(1, 0, 0, 1, 0, 0)
//ctx.restore()
}
It doesn't work at all. It does not change position of camera.
Any errors? No errors at all.
I am using Electron 3.0.3 Beta
.
I accept any libraries.
const canvas = document.getElementById('main')
const ctx = canvas.getContext('2d')
ctx.fillStyle = 'red'
ctx.fillRect(0, 0, 30, 30)
// This doesn't work | VVV
ctx.translate(20, 20)
ctx.setTransform(1, 0, 0, 1, 0, 0)
#main {
background-color: black;
}
<canvas id="main">
</canvas>
javascript node.js canvas html5-canvas electron
I am using ctx.translate(x, y)
to move Camera in canvas game. But for some reason, that doesn't work.
This is what I am using:
setCameraPos: function(x, y) {
//ctx.save()
ctx.translate(x, y)
ctx.setTransform(1, 0, 0, 1, 0, 0)
//ctx.restore()
}
It doesn't work at all. It does not change position of camera.
Any errors? No errors at all.
I am using Electron 3.0.3 Beta
.
I accept any libraries.
const canvas = document.getElementById('main')
const ctx = canvas.getContext('2d')
ctx.fillStyle = 'red'
ctx.fillRect(0, 0, 30, 30)
// This doesn't work | VVV
ctx.translate(20, 20)
ctx.setTransform(1, 0, 0, 1, 0, 0)
#main {
background-color: black;
}
<canvas id="main">
</canvas>
const canvas = document.getElementById('main')
const ctx = canvas.getContext('2d')
ctx.fillStyle = 'red'
ctx.fillRect(0, 0, 30, 30)
// This doesn't work | VVV
ctx.translate(20, 20)
ctx.setTransform(1, 0, 0, 1, 0, 0)
#main {
background-color: black;
}
<canvas id="main">
</canvas>
const canvas = document.getElementById('main')
const ctx = canvas.getContext('2d')
ctx.fillStyle = 'red'
ctx.fillRect(0, 0, 30, 30)
// This doesn't work | VVV
ctx.translate(20, 20)
ctx.setTransform(1, 0, 0, 1, 0, 0)
#main {
background-color: black;
}
<canvas id="main">
</canvas>
javascript node.js canvas html5-canvas electron
javascript node.js canvas html5-canvas electron
edited Nov 19 at 13:34
asked Nov 19 at 13:30
Mr.DeleteMyMessages
11518
11518
4
It would be useful if you would show an example with actual canvas content, and describe what you mean with "It doesn't work".
– trincot
Nov 19 at 13:32
Changed it. Thanks for pointing it out.
– Mr.DeleteMyMessages
Nov 19 at 13:38
ThesetTransform
overwrites any previous transforms, liketranslate
– Blindman67
Nov 19 at 13:47
Please note that all the transformations are effective on future draw operations and not on past ones
– axelduch
Nov 19 at 13:47
add a comment |
4
It would be useful if you would show an example with actual canvas content, and describe what you mean with "It doesn't work".
– trincot
Nov 19 at 13:32
Changed it. Thanks for pointing it out.
– Mr.DeleteMyMessages
Nov 19 at 13:38
ThesetTransform
overwrites any previous transforms, liketranslate
– Blindman67
Nov 19 at 13:47
Please note that all the transformations are effective on future draw operations and not on past ones
– axelduch
Nov 19 at 13:47
4
4
It would be useful if you would show an example with actual canvas content, and describe what you mean with "It doesn't work".
– trincot
Nov 19 at 13:32
It would be useful if you would show an example with actual canvas content, and describe what you mean with "It doesn't work".
– trincot
Nov 19 at 13:32
Changed it. Thanks for pointing it out.
– Mr.DeleteMyMessages
Nov 19 at 13:38
Changed it. Thanks for pointing it out.
– Mr.DeleteMyMessages
Nov 19 at 13:38
The
setTransform
overwrites any previous transforms, like translate
– Blindman67
Nov 19 at 13:47
The
setTransform
overwrites any previous transforms, like translate
– Blindman67
Nov 19 at 13:47
Please note that all the transformations are effective on future draw operations and not on past ones
– axelduch
Nov 19 at 13:47
Please note that all the transformations are effective on future draw operations and not on past ones
– axelduch
Nov 19 at 13:47
add a comment |
1 Answer
1
active
oldest
votes
up vote
1
down vote
accepted
From what you gave, the translate operation won't work anywhere, not just in Electron.
ctx.setTransform()
method sets the transformation matrix to absolute values, the current matrix is discarded and the passed values are the ones to which your matrix will get set.1, 0, 0, 1, 0, 0
are the values of the native matrix transform (i.e untransformed).
So calling ctx.setTransform(1, 0, 0, 1, 0, 0)
will reset your tranform matrix to its default and make all calls to relative translate(), rotate() or transform() useless.
These methods are meant to be relative because they add up to the current matrix values. For instance,
ctx.translate(10, 10);
// here next drawing will be offset by 10px in both x and y direction
ctx.translate(40, -10);
// this adds up to the current 10, 10, so we are now offset by 30, 0
If you want your translate to work, don't call setTransform here, or even replace it with setTransform(1, 0, 0, 1, 20, 20)
Also, in your snippet, you are setting the transformation matrix after you did draw. The transformations will get applied only on next drawings, not on previous ones.
Now, you might be in an animation loop, and need your matrix to get reset at every loop.
In this case, call ctx.setTransform(1,0,0,1,0,0)
either at the beginning of your drawing loop, either as the last op, and call translate() before drawing.
const canvas = document.getElementById('main');
const ctx = canvas.getContext('2d');
let x = 0;
ctx.fillStyle = 'red'
anim();
function draw() {
// reset the matrix so we can clear everything
ctx.setTransform(1, 0, 0, 1, 0, 0);
ctx.clearRect(0, 0, canvas.width, canvas.height);
//set the transform before drawing
ctx.translate(x - 30, 20)
//which is actually the same as
//ctx.setTransform(1, 0, 0, 1, x, 20);
ctx.fillRect(0, 0, 30, 30);
}
function anim() {
x = (x + 2) % (canvas.width + 60);
draw();
requestAnimationFrame(anim);
}
#main {
background-color: black;
}
<canvas id="main"></canvas>
But removing ctx.setTransform glitches canvas.
– Mr.DeleteMyMessages
Nov 19 at 13:41
@Mr.DeleteMyMessages What do you mean? There is no reason you get any glitches, also, since your edit I saw you were drawing before setting the matrix-transform, feels like your question misses some important clues...
– Kaiido
Nov 19 at 13:45
Everytime you do ctx.transform it adds value a to x and value b to y.
– Mr.DeleteMyMessages
Nov 19 at 13:53
yes ctx.transform is "relative", it adds to the current value, setTransform is "absolute" it sets to this value.
– Kaiido
Nov 19 at 14:04
I made it setTransform before and it worked now.
– Mr.DeleteMyMessages
Nov 19 at 14:10
add a comment |
1 Answer
1
active
oldest
votes
1 Answer
1
active
oldest
votes
active
oldest
votes
active
oldest
votes
up vote
1
down vote
accepted
From what you gave, the translate operation won't work anywhere, not just in Electron.
ctx.setTransform()
method sets the transformation matrix to absolute values, the current matrix is discarded and the passed values are the ones to which your matrix will get set.1, 0, 0, 1, 0, 0
are the values of the native matrix transform (i.e untransformed).
So calling ctx.setTransform(1, 0, 0, 1, 0, 0)
will reset your tranform matrix to its default and make all calls to relative translate(), rotate() or transform() useless.
These methods are meant to be relative because they add up to the current matrix values. For instance,
ctx.translate(10, 10);
// here next drawing will be offset by 10px in both x and y direction
ctx.translate(40, -10);
// this adds up to the current 10, 10, so we are now offset by 30, 0
If you want your translate to work, don't call setTransform here, or even replace it with setTransform(1, 0, 0, 1, 20, 20)
Also, in your snippet, you are setting the transformation matrix after you did draw. The transformations will get applied only on next drawings, not on previous ones.
Now, you might be in an animation loop, and need your matrix to get reset at every loop.
In this case, call ctx.setTransform(1,0,0,1,0,0)
either at the beginning of your drawing loop, either as the last op, and call translate() before drawing.
const canvas = document.getElementById('main');
const ctx = canvas.getContext('2d');
let x = 0;
ctx.fillStyle = 'red'
anim();
function draw() {
// reset the matrix so we can clear everything
ctx.setTransform(1, 0, 0, 1, 0, 0);
ctx.clearRect(0, 0, canvas.width, canvas.height);
//set the transform before drawing
ctx.translate(x - 30, 20)
//which is actually the same as
//ctx.setTransform(1, 0, 0, 1, x, 20);
ctx.fillRect(0, 0, 30, 30);
}
function anim() {
x = (x + 2) % (canvas.width + 60);
draw();
requestAnimationFrame(anim);
}
#main {
background-color: black;
}
<canvas id="main"></canvas>
But removing ctx.setTransform glitches canvas.
– Mr.DeleteMyMessages
Nov 19 at 13:41
@Mr.DeleteMyMessages What do you mean? There is no reason you get any glitches, also, since your edit I saw you were drawing before setting the matrix-transform, feels like your question misses some important clues...
– Kaiido
Nov 19 at 13:45
Everytime you do ctx.transform it adds value a to x and value b to y.
– Mr.DeleteMyMessages
Nov 19 at 13:53
yes ctx.transform is "relative", it adds to the current value, setTransform is "absolute" it sets to this value.
– Kaiido
Nov 19 at 14:04
I made it setTransform before and it worked now.
– Mr.DeleteMyMessages
Nov 19 at 14:10
add a comment |
up vote
1
down vote
accepted
From what you gave, the translate operation won't work anywhere, not just in Electron.
ctx.setTransform()
method sets the transformation matrix to absolute values, the current matrix is discarded and the passed values are the ones to which your matrix will get set.1, 0, 0, 1, 0, 0
are the values of the native matrix transform (i.e untransformed).
So calling ctx.setTransform(1, 0, 0, 1, 0, 0)
will reset your tranform matrix to its default and make all calls to relative translate(), rotate() or transform() useless.
These methods are meant to be relative because they add up to the current matrix values. For instance,
ctx.translate(10, 10);
// here next drawing will be offset by 10px in both x and y direction
ctx.translate(40, -10);
// this adds up to the current 10, 10, so we are now offset by 30, 0
If you want your translate to work, don't call setTransform here, or even replace it with setTransform(1, 0, 0, 1, 20, 20)
Also, in your snippet, you are setting the transformation matrix after you did draw. The transformations will get applied only on next drawings, not on previous ones.
Now, you might be in an animation loop, and need your matrix to get reset at every loop.
In this case, call ctx.setTransform(1,0,0,1,0,0)
either at the beginning of your drawing loop, either as the last op, and call translate() before drawing.
const canvas = document.getElementById('main');
const ctx = canvas.getContext('2d');
let x = 0;
ctx.fillStyle = 'red'
anim();
function draw() {
// reset the matrix so we can clear everything
ctx.setTransform(1, 0, 0, 1, 0, 0);
ctx.clearRect(0, 0, canvas.width, canvas.height);
//set the transform before drawing
ctx.translate(x - 30, 20)
//which is actually the same as
//ctx.setTransform(1, 0, 0, 1, x, 20);
ctx.fillRect(0, 0, 30, 30);
}
function anim() {
x = (x + 2) % (canvas.width + 60);
draw();
requestAnimationFrame(anim);
}
#main {
background-color: black;
}
<canvas id="main"></canvas>
But removing ctx.setTransform glitches canvas.
– Mr.DeleteMyMessages
Nov 19 at 13:41
@Mr.DeleteMyMessages What do you mean? There is no reason you get any glitches, also, since your edit I saw you were drawing before setting the matrix-transform, feels like your question misses some important clues...
– Kaiido
Nov 19 at 13:45
Everytime you do ctx.transform it adds value a to x and value b to y.
– Mr.DeleteMyMessages
Nov 19 at 13:53
yes ctx.transform is "relative", it adds to the current value, setTransform is "absolute" it sets to this value.
– Kaiido
Nov 19 at 14:04
I made it setTransform before and it worked now.
– Mr.DeleteMyMessages
Nov 19 at 14:10
add a comment |
up vote
1
down vote
accepted
up vote
1
down vote
accepted
From what you gave, the translate operation won't work anywhere, not just in Electron.
ctx.setTransform()
method sets the transformation matrix to absolute values, the current matrix is discarded and the passed values are the ones to which your matrix will get set.1, 0, 0, 1, 0, 0
are the values of the native matrix transform (i.e untransformed).
So calling ctx.setTransform(1, 0, 0, 1, 0, 0)
will reset your tranform matrix to its default and make all calls to relative translate(), rotate() or transform() useless.
These methods are meant to be relative because they add up to the current matrix values. For instance,
ctx.translate(10, 10);
// here next drawing will be offset by 10px in both x and y direction
ctx.translate(40, -10);
// this adds up to the current 10, 10, so we are now offset by 30, 0
If you want your translate to work, don't call setTransform here, or even replace it with setTransform(1, 0, 0, 1, 20, 20)
Also, in your snippet, you are setting the transformation matrix after you did draw. The transformations will get applied only on next drawings, not on previous ones.
Now, you might be in an animation loop, and need your matrix to get reset at every loop.
In this case, call ctx.setTransform(1,0,0,1,0,0)
either at the beginning of your drawing loop, either as the last op, and call translate() before drawing.
const canvas = document.getElementById('main');
const ctx = canvas.getContext('2d');
let x = 0;
ctx.fillStyle = 'red'
anim();
function draw() {
// reset the matrix so we can clear everything
ctx.setTransform(1, 0, 0, 1, 0, 0);
ctx.clearRect(0, 0, canvas.width, canvas.height);
//set the transform before drawing
ctx.translate(x - 30, 20)
//which is actually the same as
//ctx.setTransform(1, 0, 0, 1, x, 20);
ctx.fillRect(0, 0, 30, 30);
}
function anim() {
x = (x + 2) % (canvas.width + 60);
draw();
requestAnimationFrame(anim);
}
#main {
background-color: black;
}
<canvas id="main"></canvas>
From what you gave, the translate operation won't work anywhere, not just in Electron.
ctx.setTransform()
method sets the transformation matrix to absolute values, the current matrix is discarded and the passed values are the ones to which your matrix will get set.1, 0, 0, 1, 0, 0
are the values of the native matrix transform (i.e untransformed).
So calling ctx.setTransform(1, 0, 0, 1, 0, 0)
will reset your tranform matrix to its default and make all calls to relative translate(), rotate() or transform() useless.
These methods are meant to be relative because they add up to the current matrix values. For instance,
ctx.translate(10, 10);
// here next drawing will be offset by 10px in both x and y direction
ctx.translate(40, -10);
// this adds up to the current 10, 10, so we are now offset by 30, 0
If you want your translate to work, don't call setTransform here, or even replace it with setTransform(1, 0, 0, 1, 20, 20)
Also, in your snippet, you are setting the transformation matrix after you did draw. The transformations will get applied only on next drawings, not on previous ones.
Now, you might be in an animation loop, and need your matrix to get reset at every loop.
In this case, call ctx.setTransform(1,0,0,1,0,0)
either at the beginning of your drawing loop, either as the last op, and call translate() before drawing.
const canvas = document.getElementById('main');
const ctx = canvas.getContext('2d');
let x = 0;
ctx.fillStyle = 'red'
anim();
function draw() {
// reset the matrix so we can clear everything
ctx.setTransform(1, 0, 0, 1, 0, 0);
ctx.clearRect(0, 0, canvas.width, canvas.height);
//set the transform before drawing
ctx.translate(x - 30, 20)
//which is actually the same as
//ctx.setTransform(1, 0, 0, 1, x, 20);
ctx.fillRect(0, 0, 30, 30);
}
function anim() {
x = (x + 2) % (canvas.width + 60);
draw();
requestAnimationFrame(anim);
}
#main {
background-color: black;
}
<canvas id="main"></canvas>
const canvas = document.getElementById('main');
const ctx = canvas.getContext('2d');
let x = 0;
ctx.fillStyle = 'red'
anim();
function draw() {
// reset the matrix so we can clear everything
ctx.setTransform(1, 0, 0, 1, 0, 0);
ctx.clearRect(0, 0, canvas.width, canvas.height);
//set the transform before drawing
ctx.translate(x - 30, 20)
//which is actually the same as
//ctx.setTransform(1, 0, 0, 1, x, 20);
ctx.fillRect(0, 0, 30, 30);
}
function anim() {
x = (x + 2) % (canvas.width + 60);
draw();
requestAnimationFrame(anim);
}
#main {
background-color: black;
}
<canvas id="main"></canvas>
const canvas = document.getElementById('main');
const ctx = canvas.getContext('2d');
let x = 0;
ctx.fillStyle = 'red'
anim();
function draw() {
// reset the matrix so we can clear everything
ctx.setTransform(1, 0, 0, 1, 0, 0);
ctx.clearRect(0, 0, canvas.width, canvas.height);
//set the transform before drawing
ctx.translate(x - 30, 20)
//which is actually the same as
//ctx.setTransform(1, 0, 0, 1, x, 20);
ctx.fillRect(0, 0, 30, 30);
}
function anim() {
x = (x + 2) % (canvas.width + 60);
draw();
requestAnimationFrame(anim);
}
#main {
background-color: black;
}
<canvas id="main"></canvas>
edited Nov 19 at 14:15
answered Nov 19 at 13:38
Kaiido
38.1k45597
38.1k45597
But removing ctx.setTransform glitches canvas.
– Mr.DeleteMyMessages
Nov 19 at 13:41
@Mr.DeleteMyMessages What do you mean? There is no reason you get any glitches, also, since your edit I saw you were drawing before setting the matrix-transform, feels like your question misses some important clues...
– Kaiido
Nov 19 at 13:45
Everytime you do ctx.transform it adds value a to x and value b to y.
– Mr.DeleteMyMessages
Nov 19 at 13:53
yes ctx.transform is "relative", it adds to the current value, setTransform is "absolute" it sets to this value.
– Kaiido
Nov 19 at 14:04
I made it setTransform before and it worked now.
– Mr.DeleteMyMessages
Nov 19 at 14:10
add a comment |
But removing ctx.setTransform glitches canvas.
– Mr.DeleteMyMessages
Nov 19 at 13:41
@Mr.DeleteMyMessages What do you mean? There is no reason you get any glitches, also, since your edit I saw you were drawing before setting the matrix-transform, feels like your question misses some important clues...
– Kaiido
Nov 19 at 13:45
Everytime you do ctx.transform it adds value a to x and value b to y.
– Mr.DeleteMyMessages
Nov 19 at 13:53
yes ctx.transform is "relative", it adds to the current value, setTransform is "absolute" it sets to this value.
– Kaiido
Nov 19 at 14:04
I made it setTransform before and it worked now.
– Mr.DeleteMyMessages
Nov 19 at 14:10
But removing ctx.setTransform glitches canvas.
– Mr.DeleteMyMessages
Nov 19 at 13:41
But removing ctx.setTransform glitches canvas.
– Mr.DeleteMyMessages
Nov 19 at 13:41
@Mr.DeleteMyMessages What do you mean? There is no reason you get any glitches, also, since your edit I saw you were drawing before setting the matrix-transform, feels like your question misses some important clues...
– Kaiido
Nov 19 at 13:45
@Mr.DeleteMyMessages What do you mean? There is no reason you get any glitches, also, since your edit I saw you were drawing before setting the matrix-transform, feels like your question misses some important clues...
– Kaiido
Nov 19 at 13:45
Everytime you do ctx.transform it adds value a to x and value b to y.
– Mr.DeleteMyMessages
Nov 19 at 13:53
Everytime you do ctx.transform it adds value a to x and value b to y.
– Mr.DeleteMyMessages
Nov 19 at 13:53
yes ctx.transform is "relative", it adds to the current value, setTransform is "absolute" it sets to this value.
– Kaiido
Nov 19 at 14:04
yes ctx.transform is "relative", it adds to the current value, setTransform is "absolute" it sets to this value.
– Kaiido
Nov 19 at 14:04
I made it setTransform before and it worked now.
– Mr.DeleteMyMessages
Nov 19 at 14:10
I made it setTransform before and it worked now.
– Mr.DeleteMyMessages
Nov 19 at 14:10
add a comment |
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4
It would be useful if you would show an example with actual canvas content, and describe what you mean with "It doesn't work".
– trincot
Nov 19 at 13:32
Changed it. Thanks for pointing it out.
– Mr.DeleteMyMessages
Nov 19 at 13:38
The
setTransform
overwrites any previous transforms, liketranslate
– Blindman67
Nov 19 at 13:47
Please note that all the transformations are effective on future draw operations and not on past ones
– axelduch
Nov 19 at 13:47