Difference between revisions of "Mesh:setVertices"
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=== Returns === | === Returns === | ||
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{{param|number|startvertex (1)|The index of the first vertex to replace.}} | {{param|number|startvertex (1)|The index of the first vertex to replace.}} | ||
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− | {{param|number|count|Amount of vertices to replace.}} | + | {{param|number|count (all)|Amount of vertices to replace.}} |
}} | }} | ||
=== Returns === | === Returns === |
Latest revision as of 16:05, 6 July 2020
Available since LÖVE 0.9.0 |
This function is not supported in earlier versions. |
Replaces a range of vertices in the Mesh with new ones. The total number of vertices in a Mesh cannot be changed after it has been created. This is often more efficient than calling Mesh:setVertex in a loop.
Contents
Function
Available since LÖVE 0.10.0 |
This variant is not supported in earlier versions. |
Synopsis
Mesh:setVertices( vertices, startvertex, count )
Arguments
table vertices
- The table filled with vertex information tables for each vertex, in the form of
{vertex, ...}
where each vertex is a table in the form of{attributecomponent, ...}
.
number startvertex (1)
- The index of the first vertex to replace.
number count (all)
- Amount of vertices to replace.
Returns
Nothing.
Notes
The values in each vertex table are in the same order as the vertex attributes in the Mesh's vertex format. A standard Mesh that wasn't created with a custom vertex format will use two position numbers, two texture coordinate numbers, and four color components per vertex: x, y, u, v, r, g, b, a.
If no value is supplied for a specific vertex attribute component, it will be set to a default value of 0 if its data type is "float", or 255 if its data type is "byte".
Function
Available since LÖVE 0.10.0 |
This variant is not supported in earlier versions. |
Sets the vertex components of the Mesh by copying directly from the memory of a Data object.
Synopsis
Mesh:setVertices( data, startvertex, count )
Arguments
Data data
- A Data object to copy from. The contents of the Data must match the layout of this Mesh's vertex format.
number startvertex (1)
- The index of the first vertex to replace.
number count (all)
- Amount of vertices to replace.
Returns
Nothing.
Notes
If LuaJIT's FFI is used to populate the Data object via Data:getPointer and ffi.cast, this variant can be drastically more efficient than other methods of setting Mesh vertex data.
Function
Sets the vertex components of a Mesh that wasn't created with a custom vertex format.
Synopsis
Mesh:setVertices( vertices )
Arguments
table vertices
- The table filled with vertex information tables for each vertex as follows:
number [1]
- The position of the vertex on the x-axis.
number [2]
- The position of the vertex on the y-axis.
number [3]
- The horizontal component of the texture coordinate. Texture coordinates are normally in the range of [0, 1], but can be greater or less (see WrapMode).
number [4]
- The vertical component of the texture coordinate. Texture coordinates are normally in the range of [0, 1], but can be greater or less (see WrapMode).
number [5] (1)
- The red color component.
number [6] (1)
- The green color component.
number [7] (1)
- The blue color component.
number [8] (1)
- The alpha color component.
Returns
Nothing.
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