Difference between revisions of "love.graphics.setMeshCullMode"

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{{newin|[[11.0]]|110|type=function}}
 
Sets whether [[love.graphics.setFrontFaceWinding|back-facing]] triangles in a [[Mesh]] are culled.
 
Sets whether [[love.graphics.setFrontFaceWinding|back-facing]] triangles in a [[Mesh]] are culled.
  
This is designed for use with low level custom hardware-accelerated 3D rendering via [[love.graphics.newMesh|custom vertex attributes]] on Meshes, custom [[love.graphics.newShader|vertex shaders]], and [[love.graphics.setDepthTest|depth testing]] with a [[PixelFormat|depth buffer]].
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This is designed for use with low level custom hardware-accelerated 3D rendering via [[love.graphics.newMesh|custom vertex attributes]] on Meshes, custom [[love.graphics.newShader|vertex shaders]], and [[love.graphics.setDepthMode|depth testing]] with a [[PixelFormat|depth buffer]].
  
 
By default, both front- and back-facing triangles in Meshes are rendered.
 
By default, both front- and back-facing triangles in Meshes are rendered.

Latest revision as of 22:52, 11 November 2019

Available since LÖVE 11.0
This function is not supported in earlier versions.

Sets whether back-facing triangles in a Mesh are culled.

This is designed for use with low level custom hardware-accelerated 3D rendering via custom vertex attributes on Meshes, custom vertex shaders, and depth testing with a depth buffer.

By default, both front- and back-facing triangles in Meshes are rendered.

Function

Synopsis

love.graphics.setMeshCullMode( mode )

Arguments

CullMode mode
The Mesh face culling mode to use (whether to render everything, cull back-facing triangles, or cull front-facing triangles).

Returns

Nothing.

See Also


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