transform(a, b, c, d, e, f) {
		if (typeof a === "object") {
			this.currentTransform.multiply(a);
		} else {
			// indivudual component
			this.currentTransform.transform(a, b, c, d, e, f);
		}
		if (this.settings.subPixel === false) {
			// snap position values to pixel grid
			const a = this.currentTransform.toArray();
			a[6] |= 0;
			a[7] |= 0;
		}
	}
Multiply given matrix into the renderer tranformation matrix
@see {@link WebGLRenderer.setTransform} which will reset the current transform matrix prior to performing the new transformation
@param {Matrix2d|number} a - a matrix2d to transform by, or a the a component to multiply the current matrix by
@param {number} b - the b component to multiply the current matrix by
@param {number} c - the c component to multiply the current matrix by
@param {number} d - the d component to multiply the current matrix by
@param {number} e - the e component to multiply the current matrix by
@param {number} f - the f component to multiply the current matrix by