Difference between revisions of "Mesh:getVertexFormat"

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<source lang="lua">
 
<source lang="lua">
 
defaultformat = {
 
defaultformat = {
     {"VertexPosition", "float", 4},
+
     {"VertexPosition", "float", 2}, -- The x,y position of each vertex.
     {"VertexTexCoord", "float", 2},
+
     {"VertexTexCoord", "float", 2}, -- The u,v texture coordinates of each vertex.
     {"VertexColor", "byte", 4}
+
     {"VertexColor", "byte", 4} -- The r,g,b,a color of each vertex.
 
}
 
}
 
</source>
 
</source>

Revision as of 01:30, 18 December 2015

Available since LÖVE 0.10.0
This function is not supported in earlier versions.

Gets the vertex format that the Mesh was created with.

Function

Synopsis

format = Mesh:getVertexFormat( )

Arguments

None.

Returns

table format
The vertex format of the Mesh, which is a table containing tables for each vertex attribute the Mesh was created with, in the form of {attribute, ....}.
table attribute
A table containing the attribute's name, it's data type, and the number of components in the attribute, in the form of {name, datatype, components}.
table ...
Additional vertex attributes in the Mesh.

Notes

If a Mesh wasn't created with a custom vertex format, it will have the following vertex format:

defaultformat = {
    {"VertexPosition", "float", 2}, -- The x,y position of each vertex.
    {"VertexTexCoord", "float", 2}, -- The u,v texture coordinates of each vertex.
    {"VertexColor", "byte", 4} -- The r,g,b,a color of each vertex.
}

See Also

Other Languages