using Engine.Kernel.World; namespace Engine.Render.Contracts; /// /// Marks a GameObject as a flat, unit-sized (1x1 world unit before /// scaling) quad, drawn at its own WorldMatrix — the only renderable /// component that exists yet. No size fields here: Transform.LocalScale /// already means "how big," and a second, competing way to say the same /// thing would just raise the question of which one wins. A real /// mesh/material system (arbitrary geometry, per-instance textures) is /// real content-pipeline work, out of scope here — this exists so M3's /// gizmos have something real to select and move, not to be a renderer. /// Every QuadRenderer shares engine.render's one hardcoded texture for /// the same reason TexturePath itself is hardcoded — there's no /// material/asset-reference system yet to point it at one per instance. /// public sealed class QuadRenderer : Component;