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]]. | ||
+ | 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. | + | * [[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
- love.graphics
- love.graphics.getMeshCullMode
- love.graphics.setFrontFaceWinding
- love.graphics.setDepthMode
- Mesh
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