Difference between revisions of "love.graphics.getMeshCullMode"
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m (Fixed function name in link) |
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Gets whether [[love.graphics.setFrontFaceWinding|back-facing]] triangles in a [[Mesh]] are culled. | Gets whether [[love.graphics.setFrontFaceWinding|back-facing]] triangles in a [[Mesh]] are culled. | ||
− | Mesh face culling 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. | + | Mesh face culling 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.setDepthMode|depth testing]] with a [[PixelFormat|depth buffer]]. |
== Function == | == Function == |
Revision as of 14:26, 27 December 2019
Available since LÖVE 11.0 |
This function is not supported in earlier versions. |
Gets whether back-facing triangles in a Mesh are culled.
Mesh face culling 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.
Function
Synopsis
mode = love.graphics.getMeshCullMode( mode )
Arguments
None.
Returns
CullMode mode
- The Mesh face culling mode in use (whether to render everything, cull back-facing triangles, or cull front-facing triangles).
See Also
- love.graphics
- love.graphics.setMeshCullMode
- love.graphics.setFrontFaceWinding
- love.graphics.setDepthMode
- Mesh
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