Difference between revisions of "love.graphics.getMeshCullMode"

m (0.11.0 -> 11.0 + validate link)
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.setDepthTest|depth testing]] with a [[PixelFormat|depth buffer]].
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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


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