Difference between revisions of "SpriteBatch:bind"
(Add deprecation note.) |
m |
||
Line 1: | Line 1: | ||
{{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}} | + | {{deprecatedin|[[0.9.2]]|092|type=function|text=It now happens automatically. Just use [[SpriteBatch:flush]]}} |
Binds the [[SpriteBatch]] to memory for more efficient updating. | Binds the [[SpriteBatch]] to memory for more efficient updating. |
Revision as of 11:41, 10 August 2015
Available since LÖVE 0.8.0 |
It has been renamed from SpriteBatch:lock. |
Deprecated in LÖVE 0.9.2 |
It now happens automatically. Just use SpriteBatch:flush. |
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
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