Difference between revisions of "Mesh:setVertex"
m (Specify that indices are one-based) |
(Updated for 11.0) |
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Sets the properties of a vertex in the Mesh. | Sets the properties of a vertex in the Mesh. | ||
+ | In versions prior to [[11.0]], color and byte component values were within the range of 0 to 255 instead of 0 to 1. | ||
== Function == | == Function == | ||
{{newin|[[0.10.0]]|100|type=variant}} | {{newin|[[0.10.0]]|100|type=variant}} | ||
Line 17: | Line 18: | ||
The arguments are in the same order as the vertex attributes in the Mesh's [[Mesh:getVertexFormat|vertex format]]. A standard Mesh that wasn't [[love.graphics.newMesh|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. | The arguments are in the same order as the vertex attributes in the Mesh's [[Mesh:getVertexFormat|vertex format]]. A standard Mesh that wasn't [[love.graphics.newMesh|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 [[AttributeDataType|data type]] is "float", or | + | If no value is supplied for a specific vertex attribute component, it will be set to a default value of 0 if its [[AttributeDataType|data type]] is "float", or 1 if its data type is "byte". |
== Function == | == Function == | ||
Line 35: | Line 36: | ||
The table indices are in the same order as the vertex attributes in the Mesh's [[Mesh:getVertexFormat|vertex format]]. A standard Mesh that wasn't [[love.graphics.newMesh|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. | The table indices are in the same order as the vertex attributes in the Mesh's [[Mesh:getVertexFormat|vertex format]]. A standard Mesh that wasn't [[love.graphics.newMesh|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 [[AttributeDataType|data type]] is "float", or | + | If no value is supplied for a specific vertex attribute component, it will be set to a default value of 0 if its [[AttributeDataType|data type]] is "float", or 1 if its data type is "byte". |
== Function == | == Function == | ||
Line 49: | Line 50: | ||
{{param|number|u|The horizontal component of the texture coordinate.}} | {{param|number|u|The horizontal component of the texture coordinate.}} | ||
{{param|number|v|The vertical component of the texture coordinate.}} | {{param|number|v|The vertical component of the texture coordinate.}} | ||
− | {{param|number|r ( | + | {{param|number|r (1)|The red component of the vertex's color.}} |
− | {{param|number|g ( | + | {{param|number|g (1)|The green component of the vertex's color.}} |
− | {{param|number|b ( | + | {{param|number|b (1)|The blue component of the vertex's color.}} |
− | {{param|number|a ( | + | {{param|number|a (1)|The alpha component of the vertex's color.}} |
=== Returns === | === Returns === | ||
Nothing. | Nothing. | ||
Line 69: | Line 70: | ||
{{subparam|number|[3]|The u texture coordinate. Texture coordinates are normally in the range of [0, 1], but can be greater or less (see [[WrapMode]].)}} | {{subparam|number|[3]|The u texture coordinate. Texture coordinates are normally in the range of [0, 1], but can be greater or less (see [[WrapMode]].)}} | ||
{{subparam|number|[4]|The v texture coordinate. Texture coordinates are normally in the range of [0, 1], but can be greater or less (see [[WrapMode]].)}} | {{subparam|number|[4]|The v texture coordinate. Texture coordinates are normally in the range of [0, 1], but can be greater or less (see [[WrapMode]].)}} | ||
− | {{subparam|number|[5] ( | + | {{subparam|number|[5] (1)|The red color component.}} |
− | {{subparam|number|[6] ( | + | {{subparam|number|[6] (1)|The green color component.}} |
− | {{subparam|number|[7] ( | + | {{subparam|number|[7] (1)|The blue color component.}} |
− | {{subparam|number|[8] ( | + | {{subparam|number|[8] (1)|The alpha color component.}} |
=== Returns === | === Returns === | ||
Nothing. | Nothing. |
Latest revision as of 20:23, 1 April 2018
Available since LÖVE 0.9.0 |
This function is not supported in earlier versions. |
Sets the properties of a vertex in the Mesh.
In versions prior to 11.0, color and byte component values were within the range of 0 to 255 instead of 0 to 1.
Contents
Function
Available since LÖVE 0.10.0 |
This variant is not supported in earlier versions. |
Synopsis
Mesh:setVertex( index, attributecomponent, ... )
Arguments
number index
- The index of the the vertex you want to modify (one-based).
number attributecomponent
- The first component of the first vertex attribute in the specified vertex.
number ...
- Additional components of all vertex attributes in the specified vertex.
Returns
Nothing.
Notes
The arguments 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 1 if its data type is "byte".
Function
Available since LÖVE 0.10.0 |
This variant is not supported in earlier versions. |
Synopsis
Mesh:setVertex( index, vertex )
Arguments
number index
- The index of the the vertex you want to modify (one-based).
table vertex
- A table with vertex information, in the form of
{attributecomponent, ...}
.
Returns
Nothing.
Notes
The table indices 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 1 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:setVertex( index, x, y, u, v, r, g, b, a )
Arguments
number index
- The index of the the vertex you want to modify (one-based).
number x
- The position of the vertex on the x-axis.
number y
- The position of the vertex on the y-axis.
number u
- The horizontal component of the texture coordinate.
number v
- The vertical component of the texture coordinate.
number r (1)
- The red component of the vertex's color.
number g (1)
- The green component of the vertex's color.
number b (1)
- The blue component of the vertex's color.
number a (1)
- The alpha component of the vertex's color.
Returns
Nothing.
Function
Sets the vertex components of a Mesh that wasn't created with a custom vertex format.
Synopsis
Mesh:setVertex( index, vertex )
Arguments
number index
- The index of the the vertex you want to modify (one-based).
table vertex
- A table with vertex information.
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 u texture coordinate. Texture coordinates are normally in the range of [0, 1], but can be greater or less (see WrapMode.)
number [4]
- The v texture coordinate. Texture coordinates are normally in the range of [0, 1], but can be greater or less (see WrapMode.)
number [5] (1)
- The red color component.
number [6] (1)
- The green color component.
number [7] (1)
- The blue color component.
number [8] (1)
- The alpha color component.
Returns
Nothing.
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