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]]}} | ||
− | {{oldin|[[0.10.0]]|100|type=function|text=It happens automatically since version [[0.9.2]]. Use [[SpriteBatch:flush]] if absolutely necessary | + | {{oldin|[[0.10.0]]|100|type=function|text=It happens automatically since version [[0.9.2]]. Use [[SpriteBatch:flush]] if absolutely necessary}} |
Binds the [[SpriteBatch]] to memory for more efficient updating. | Binds the [[SpriteBatch]] to memory for more efficient updating. |
Revision as of 04:41, 20 September 2016
Available since LÖVE 0.8.0 |
It has been renamed from SpriteBatch:lock. |
Removed in LÖVE 0.10.0 |
It happens automatically since version 0.9.2. 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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