Difference between revisions of "GraphicsBuffer"

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Higher level graphics objects such as [[Mesh]]es, [[SpriteBatch]]es, and [[ParticleSystem]]s make use of GraphicsBuffers internally.
 
Higher level graphics objects such as [[Mesh]]es, [[SpriteBatch]]es, and [[ParticleSystem]]s make use of GraphicsBuffers internally.
 
== Constructors ==
 
== Constructors ==
{{#ask: [[Category:Functions]] [[Constructs::GraphicsBuffer]] [[Concept:Current]]
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== Functions ==
 
== Functions ==
{{#ask: [[Category:Functions]] [[parent::GraphicsBuffer||Object]] [[Concept:Current]]
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== Enums ==
 
== Enums ==
{{#ask: [[Category:Enums]] [[parent::GraphicsBuffer||Object]] [[Concept:Current]]
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Revision as of 21:10, 25 March 2023

Available since LÖVE 12.0
This type is not supported in earlier versions.

Low-level data stored in graphics memory, including arrays of vertices, vertex indices, and custom collections of data accessible in Shaders.

Higher level graphics objects such as Meshes, SpriteBatches, and ParticleSystems make use of GraphicsBuffers internally.

Constructors

None.

Functions

GraphicsBuffer:clear Clears the entire GraphicsBuffer or a specified byte range within it to zero. Added since 12.0
GraphicsBuffer:getElementCount Gets the total number of array elements in this GraphicsBuffer. Added since 12.0
GraphicsBuffer:getElementStride Gets the size in bytes used by one array element of this GraphicsBuffer. Added since 12.0
GraphicsBuffer:getSize Gets the total size in bytes of the GraphicsBuffer's contents. Added since 12.0
Object:release Immediately destroys the object's Lua reference. Added since 11.0
Object:type Gets the type of the object as a string.
Object:typeOf Checks whether an object is of a certain type.

Enums

BufferDataFormat Data formats of individual array elements GraphicsBuffers and Meshes. Added since 12.0
BufferDataUsage Usage hints for SpriteBatches, Meshes, and GraphicsBuffers to optimize data storage and access. Added since 0.8.0

Supertypes

See Also


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