IsoTriangleWebGLRenderer = function (renderer, src, camera, parentMatrix)
{
    camera.addToRenderList(src);

    var pipeline = renderer.pipelines.set(src.pipeline);

    var result = GetCalcMatrix(src, camera, parentMatrix);

    var calcMatrix = pipeline.calcMatrix.copyFrom(result.calc);

    var size = src.width;
    var height = src.height;

    var sizeA = size / 2;
    var sizeB = size / src.projection;

    var reversed = src.isReversed;

    var alpha = camera.alpha * src.alpha;

    if (!src.isFilled)
    {
        return;
    }

    renderer.pipelines.preBatch(src);

    var tint;

    var x0;
    var y0;

    var x1;
    var y1;

    var x2;
    var y2;

    //  Top Face

    if (src.showTop && reversed)
    {
        tint = Utils.getTintAppendFloatAlpha(src.fillTop, alpha);

        x0 = calcMatrix.getX(-sizeA, -height);
        y0 = calcMatrix.getY(-sizeA, -height);

        x1 = calcMatrix.getX(0, -sizeB - height);
        y1 = calcMatrix.getY(0, -sizeB - height);

        x2 = calcMatrix.getX(sizeA, -height);
        y2 = calcMatrix.getY(sizeA, -height);

        var x3 = calcMatrix.getX(0, sizeB - height);
        var y3 = calcMatrix.getY(0, sizeB - height);

        pipeline.batchQuad(src, x0, y0, x1, y1, x2, y2, x3, y3, 0, 0, 1, 1, tint, tint, tint, tint, 2);
    }

    //  Left Face

    if (src.showLeft)
    {
        tint = Utils.getTintAppendFloatAlpha(src.fillLeft, alpha);

        if (reversed)
        {
            x0 = calcMatrix.getX(-sizeA, -height);
            y0 = calcMatrix.getY(-sizeA, -height);

            x1 = calcMatrix.getX(0, sizeB);
            y1 = calcMatrix.getY(0, sizeB);

            x2 = calcMatrix.getX(0, sizeB - height);
            y2 = calcMatrix.getY(0, sizeB - height);
        }
        else
        {
            x0 = calcMatrix.getX(-sizeA, 0);
            y0 = calcMatrix.getY(-sizeA, 0);

            x1 = calcMatrix.getX(0, sizeB);
            y1 = calcMatrix.getY(0, sizeB);

            x2 = calcMatrix.getX(0, sizeB - height);
            y2 = calcMatrix.getY(0, sizeB - height);
        }

        pipeline.batchTri(src, x0, y0, x1, y1, x2, y2, 0, 0, 1, 1, tint, tint, tint, 2);
    }

    //  Right Face

    if (src.showRight)
    {
        tint = Utils.getTintAppendFloatAlpha(src.fillRight, alpha);

        if (reversed)
        {
            x0 = calcMatrix.getX(sizeA, -height);
            y0 = calcMatrix.getY(sizeA, -height);

            x1 = calcMatrix.getX(0, sizeB);
            y1 = calcMatrix.getY(0, sizeB);

            x2 = calcMatrix.getX(0, sizeB - height);
            y2 = calcMatrix.getY(0, sizeB - height);
        }
        else
        {
            x0 = calcMatrix.getX(sizeA, 0);
            y0 = calcMatrix.getY(sizeA, 0);

            x1 = calcMatrix.getX(0, sizeB);
            y1 = calcMatrix.getY(0, sizeB);

            x2 = calcMatrix.getX(0, sizeB - height);
            y2 = calcMatrix.getY(0, sizeB - height);
        }

        pipeline.batchTri(src, x0, y0, x1, y1, x2, y2, 0, 0, 1, 1, tint, tint, tint, 2);
    }

    renderer.pipelines.postBatch(src);
}
Renders this Game Object with the WebGL Renderer to the given Camera.
The object will not render if any of its renderFlags are set or it is being actively filtered out by the Camera.
This method should not be called directly. It is a utility function of the Render module.

@method Phaser.GameObjects.IsoTriangle#renderWebGL
@since 3.13.0
@private

@param {Phaser.Renderer.WebGL.WebGLRenderer} renderer - A reference to the current active WebGL renderer.
@param {Phaser.GameObjects.IsoTriangle} src - The Game Object being rendered in this call.
@param {Phaser.Cameras.Scene2D.Camera} camera - The Camera that is rendering the Game Object.
@param {Phaser.GameObjects.Components.TransformMatrix} parentMatrix - This transform matrix is defined if the game object is nested