Difference between revisions of "love.graphics.setMeshCullMode"

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This is designed for use with low level custom hardware-accelerated 3D rendering via [[love.graphics.newMesh|custom vertex attributes]] on Meshes, custom [[love.graphics.newShader|vertex shaders]], and [[love.graphics.setDepthTest|depth testing]] with a [[PixelFormat|depth buffer]].
 
This is designed for use with low level custom hardware-accelerated 3D rendering via [[love.graphics.newMesh|custom vertex attributes]] on Meshes, custom [[love.graphics.newShader|vertex shaders]], and [[love.graphics.setDepthTest|depth testing]] with a [[PixelFormat|depth buffer]].
  
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By default, both front- and back-facing triangles in Meshes are rendered.
 
== Function ==
 
== Function ==
 
=== Synopsis ===
 
=== Synopsis ===
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* [[love.graphics.getMeshCullMode]]
 
* [[love.graphics.getMeshCullMode]]
 
* [[love.graphics.setFrontFaceWinding]]
 
* [[love.graphics.setFrontFaceWinding]]
* [[love.graphics.setDepthTest]]
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* [[love.graphics.setDepthMode]]
 
* [[Mesh]]
 
* [[Mesh]]
 
[[Category:Functions]]
 
[[Category:Functions]]

Revision as of 15:43, 16 February 2018

Available since LÖVE 0.11.0
This function is not supported in earlier versions.

Sets whether back-facing triangles in a Mesh are culled.

This is designed for use with low level custom hardware-accelerated 3D rendering via custom vertex attributes on Meshes, custom vertex shaders, and depth testing with a depth buffer.

By default, both front- and back-facing triangles in Meshes are rendered.

Function

Synopsis

love.graphics.setMeshCullMode( mode )

Arguments

CullMode mode
The Mesh face culling mode to use (whether to render everything, cull back-facing triangles, or cull front-facing triangles).

Returns

Nothing.

See Also


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