Difference between revisions of "SpriteBatch:bind"
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{{newin|[[0.8.0]]|080|type=function|text=It has been renamed from [[SpriteBatch:lock]]}} | {{newin|[[0.8.0]]|080|type=function|text=It has been renamed from [[SpriteBatch:lock]]}} | ||
− | {{ | + | {{deprecatedin|[[0.9.2]]|092|type=function|text=It happens automatically since this version}} |
+ | {{oldin|[[0.10.0]]|100|type=function|text=Use [[SpriteBatch:flush]] if absolutely necessary}} | ||
Binds the [[SpriteBatch]] to memory for more efficient updating. | Binds the [[SpriteBatch]] to memory for more efficient updating. |
Latest revision as of 15:48, 4 December 2023
Available since LÖVE 0.8.0 |
It has been renamed from SpriteBatch:lock. |
Deprecated in LÖVE 0.9.2 |
It happens automatically since this version. |
Removed in LÖVE 0.10.0 |
Use SpriteBatch:flush if absolutely necessary. |
Binds the SpriteBatch to memory for more efficient updating.
Binding a SpriteBatch before updating its content can improve the performance as it doesn't push each update to the graphics card separately. Don't forget to unbind the SpriteBatch or the updates won't show up.
Contents
Function
Synopsis
SpriteBatch:bind( )
Arguments
None.
Returns
Nothing.
Examples
Updating a SpriteBatch with binding
function update_spritebatch(spritebatch)
spritebatch:bind()
for i = 1, 100 do
add_tile(spritebatch)
end
spritebatch:unbind()
end
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