Difference between revisions of "love.graphics.setCanvas"
(Created page with "{{newin|0.8.0|080|type=function}} == Function == === Synopsis === <source lang="lua"> love.graphics.setCanvas( canvas ) </source> === Arguments === {{param|Canvas|canvas|The...") |
|||
Line 1: | Line 1: | ||
{{newin|[[0.8.0]]|080|type=function}} | {{newin|[[0.8.0]]|080|type=function}} | ||
− | |||
== Function == | == Function == | ||
=== Synopsis === | === Synopsis === |
Revision as of 22:05, 5 February 2012
Available since LÖVE 0.8.0 |
This function is not supported in earlier versions. |
Contents
Function
Synopsis
love.graphics.setCanvas( canvas )
Arguments
Canvas canvas
- The new target.
Returns
Nothing.
Notes
Sets the render target to a specified Canvas. All drawing operations until the next love.graphics.setCanvas call will be redirected to the Canvas and not shown on the screen.
Function
Synopsis
love.graphics.setCanvas( )
Arguments
None.
Returns
Nothing.
Notes
Resets the render target to the screen, i.e. re-enables drawing to the screen.
Examples
Drawing to a framebuffer
-- draw colored square to canvas
love.graphics.setCanvas(canvas)
love.graphics.setColor(230,240,120)
love.graphics.rectangle('fill',0,0,100,100)
love.graphics.setCanvas()
-- draw scaled canvas to screen
love.graphics.setColor(255,255,255)
love.graphics.draw(canvas, 200,100, 0, .5,.5)
See Also
Other Languages
Dansk –
Deutsch –
English –
Español –
Français –
Indonesia –
Italiano –
Lietuviškai –
Magyar –
Nederlands –
Polski –
Português –
Română –
Slovenský –
Suomi –
Svenska –
Türkçe –
Česky –
Ελληνικά –
Български –
Русский –
Српски –
Українська –
עברית –
ไทย –
日本語 –
正體中文 –
简体中文 –
Tiếng Việt –
한국어
More info