Difference between revisions of "love.graphics.drawInstanced"
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Draws many instances of a [[Mesh]] with a single draw call, using hardware geometry instancing. | Draws many instances of a [[Mesh]] with a single draw call, using hardware geometry instancing. | ||
Revision as of 13:11, 29 December 2018
Available since LÖVE 11.0 |
This function is not supported in earlier versions. |
Draws many instances of a Mesh with a single draw call, using hardware geometry instancing.
Each instance can have unique properties (positions, colors, etc.) but will not by default unless a custom Shader along with either per-instance attributes or the love_InstanceID
GLSL 3 vertex shader variable is used, otherwise they will all render at the same position on top of each other.
Instancing is not supported by some older GPUs that are only capable of using OpenGL ES 2 or OpenGL 2. Use love.graphics.getSupported to check.
Contents
Function
Synopsis
love.graphics.drawInstanced( mesh, instancecount, x, y, r, sx, sy, ox, oy, kx, ky )
Arguments
Mesh mesh
- The mesh to render.
number instancecount
- The number of instances to render.
number x (0)
- The position to draw the instances (x-axis).
number y (0)
- The position to draw the instances (y-axis).
number r (0)
- Orientation (radians).
number sx (1)
- Scale factor (x-axis).
number sy (sx)
- Scale factor (y-axis).
number ox (0)
- Origin offset (x-axis).
number oy (0)
- Origin offset (y-axis).
number kx (0)
- Shearing factor (x-axis).
number ky (0)
- Shearing factor (y-axis).
Returns
Nothing.
Function
Synopsis
love.graphics.drawInstanced( mesh, instancecount, transform )
Arguments
Mesh mesh
- The mesh to render.
number instancecount
- The number of instances to render.
Transform transform
- A transform object.
Returns
Nothing.
See Also
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