Difference between revisions of "Mesh:setVertices"

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</source>
 
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=== Arguments ===
 
=== Arguments ===
{{param|table|vertices|The table filled with vertex information tables for each vertex, in the form of <code>{vertex, ...}</code> where each vertex is a table in the form of {attributecomponent, ...}</code>}}
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{{param|table|vertices|The table filled with vertex information tables for each vertex, in the form of <code>{vertex, ...}</code> where each vertex is a table in the form of <code>{attributecomponent, ...}</code>.}}
 
{{subparam|number|attributecomponent|The first component of the first vertex attribute in the vertex.}}
 
{{subparam|number|attributecomponent|The first component of the first vertex attribute in the vertex.}}
 
{{subparam|number|...|Additional components of all vertex attributes in the vertex.}}
 
{{subparam|number|...|Additional components of all vertex attributes in the vertex.}}
 
{{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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=== Returns ===
 
=== Returns ===
 
Nothing.
 
Nothing.

Revision as of 04:22, 18 December 2015

Available since LÖVE 0.9.0
This function is not supported in earlier versions.

Replaces all vertices in the Mesh with new ones.

Function

Available since LÖVE 0.10.0
This variant is not supported in earlier versions.

Synopsis

Mesh:setVertices( vertices, startvertex )

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 attributecomponent
The first component of the first vertex attribute in the vertex.
number ...
Additional components of all vertex attributes in the vertex.
number startvertex (1)
The index of the first vertex 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

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] (255)
The red color component.
number [6] (255)
The green color component.
number [7] (255)
The blue color component.
number [8] (255)
The alpha color component.

Returns

Nothing.

See Also

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