Difference between revisions of "love.graphics.setCanvas"
m (Added one of the new 11.0 variants of setCanvas) |
m |
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=== Synopsis === | === Synopsis === | ||
<source lang="lua"> | <source lang="lua"> | ||
− | love.graphics.setCanvas( canvas ) | + | love.graphics.setCanvas( canvas, mipmap ) |
</source> | </source> | ||
=== Arguments === | === Arguments === | ||
{{param|Canvas|canvas|The new target.}} | {{param|Canvas|canvas|The new target.}} | ||
+ | {{New feature|11.0| | ||
+ | {{param|number|mipmap (1)|The mipmap level to render to, for Canvases with [[Texture:getMipmapCount|mipmaps]].}} | ||
+ | }} | ||
=== Returns === | === Returns === | ||
Nothing. | Nothing. | ||
Line 43: | Line 46: | ||
== Function == | == Function == | ||
{{newin|[[11.0]]|110|type=variant}} | {{newin|[[11.0]]|110|type=variant}} | ||
− | Sets the render target to the specified [[TextureType|layer/slice]] and [[Texture:getMipmapCount|mipmap level]] of the given [[Canvas]]. All drawing operations until the next ''love.graphics.setCanvas'' call will be redirected to the [[Canvas]] and not shown on the screen. | + | Sets the render target to the specified [[TextureType|layer/slice]] and [[Texture:getMipmapCount|mipmap level]] of the given non-2D [[Canvas]]. All drawing operations until the next ''love.graphics.setCanvas'' call will be redirected to the [[Canvas]] and not shown on the screen. |
=== Synopsis === | === Synopsis === | ||
<source lang="lua"> | <source lang="lua"> |
Revision as of 00:11, 15 November 2018
Available since LÖVE 0.8.0 |
It has been renamed from love.graphics.setRenderTarget. |
Captures drawing operations to a Canvas.
Contents
Function
Sets the render target to a specified Canvas. All drawing operations until the next love.graphics.setCanvas call will be redirected to the Canvas and not shown on the screen.
Synopsis
love.graphics.setCanvas( canvas, mipmap )
Arguments
Canvas canvas
- The new target.
Returns
Nothing.
Function
Resets the render target to the screen, i.e. re-enables drawing to the screen.
Synopsis
love.graphics.setCanvas( )
Arguments
None.
Returns
Nothing.
Function
Available since LÖVE 0.9.0 |
This variant is not supported in earlier versions. |
Sets the render target to multiple simultaneous 2D Canvases. All drawing operations until the next love.graphics.setCanvas call will be redirected to the specified canvases and not shown on the screen.
Synopsis
love.graphics.setCanvas( canvas1, canvas2, ... )
Arguments
Canvas canvas1
- The first render target.
Canvas canvas2
- The second render target.
Canvas ...
- More canvases.
Returns
Nothing.
Notes
Normally all drawing operations will draw only to the first canvas passed to the function, but that can be changed if a pixel shader is used with the void effect
function instead of the regular vec4 effect
.
All canvas arguments must have the same widths and heights and the same texture type. Not all computers which support Canvases will support multiple render targets. If love.graphics.isSupported("multicanvas") returns true, at least 4 simultaneously active canvases are supported.
Function
Available since LÖVE 11.0 |
This variant is not supported in earlier versions. |
Sets the render target to the specified layer/slice and mipmap level of the given non-2D Canvas. All drawing operations until the next love.graphics.setCanvas call will be redirected to the Canvas and not shown on the screen.
Synopsis
love.graphics.setCanvas( canvas, slice, mipmap )
Arguments
Canvas canvas
- The new render target.
number slice
- For cubemaps this is the cube face index to render to (between 1 and 6). For Array textures this is the array layer. For volume textures this is the depth slice. 2D canvases should use a value of 1.
number mipmap (1)
- The mipmap level to render to, for Canvases with mipmaps.
Returns
Nothing.
Examples
Drawing to a canvas
function love.load()
-- create canvas
canvas = love.graphics.newCanvas()
-- direct drawing operations to the canvas
love.graphics.setCanvas(canvas)
-- draw colored square to canvas
love.graphics.setColor(230,240,120)
love.graphics.rectangle('fill',0,0,100,100)
-- re-enable drawing to the main screen
love.graphics.setCanvas()
end
function love.draw()
-- draw scaled canvas to screen
love.graphics.setColor(255,255,255)
love.graphics.draw(canvas, 200,100, 0, .5,.5)
end
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