Difference between revisions of "BufferDataUsage"

(Added SpriteBatch usage hint wiki page)
 
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{{newin|[[0.8.0]]|080|type=enum}}
 
{{newin|[[0.8.0]]|080|type=enum}}
Usage hints for [[SpriteBatch]]es to optimize sprite data storage on the GPU.
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Usage hints for [[SpriteBatch]]es, [[Mesh]]es, and [[GraphicsBuffer]]s to optimize data storage and access.
 
== Constants ==
 
== Constants ==
;dynamic: The SpriteBatch data will change repeatedly during its lifetime.  
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;dynamic: The object's data will change fairly frequently during its lifetime.  
;static: The SpriteBatch will not be modified after initial sprites are added.
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;static: The object will not be modified frequently or at all.
;stream: The SpriteBatch data will always change between draws.
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;stream: The object data will always change every frame.
 
== See Also ==
 
== See Also ==
 
* [[parent::love.graphics]]
 
* [[parent::love.graphics]]
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* [[love.graphics.newMesh]]
 
* [[love.graphics.newSpriteBatch]]
 
* [[love.graphics.newSpriteBatch]]
* [[Constructs::SpriteBatch]]
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* [[parent::SpriteBatch]]
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* [[parent::Mesh]]
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* [[parent::GraphicsBuffer]]
 
[[Category:Enums]]
 
[[Category:Enums]]
{{#set:Description=Usage hints for SpriteBatches.}}
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{{#set:Description=Usage hints for [[SpriteBatch]]es, [[Mesh]]es, and [[GraphicsBuffer]]s to optimize data storage and access.}}
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{{#set:Since=080}}
 
== Other Languages ==
 
== Other Languages ==
 
{{i18n|SpriteBatchUsage}}
 
{{i18n|SpriteBatchUsage}}

Latest revision as of 00:16, 15 June 2024

Available since LÖVE 0.8.0
This enum is not supported in earlier versions.

Usage hints for SpriteBatches, Meshes, and GraphicsBuffers to optimize data storage and access.

Constants

dynamic
The object's data will change fairly frequently during its lifetime.
static
The object will not be modified frequently or at all.
stream
The object data will always change every frame.

See Also


Other Languages