Difference between revisions of "love.graphics.setCanvas"

m
(Fixed the example code.)
Line 27: Line 27:
 
=== Drawing to a framebuffer ===
 
=== Drawing to a framebuffer ===
 
<source lang="lua">
 
<source lang="lua">
 +
-- create canvas
 +
canvas = love.graphics.newCanvas()
 +
 
-- draw colored square to canvas
 
-- draw colored square to canvas
 
love.graphics.setCanvas(canvas)
 
love.graphics.setCanvas(canvas)
Line 35: Line 38:
 
-- draw scaled canvas to screen
 
-- draw scaled canvas to screen
 
love.graphics.setColor(255,255,255)
 
love.graphics.setColor(255,255,255)
 +
love.graphics.clear()
 
love.graphics.draw(canvas, 200,100, 0, .5,.5)
 
love.graphics.draw(canvas, 200,100, 0, .5,.5)
 
</source>
 
</source>

Revision as of 17:02, 2 December 2012

Available since LÖVE 0.8.0
It has been renamed from love.graphics.setRenderTarget.

Function

Synopsis

love.graphics.setCanvas( canvas )

Arguments

Canvas canvas
The new target.

Returns

Nothing.

Notes

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.

Function

Synopsis

love.graphics.setCanvas( )

Arguments

None.

Returns

Nothing.

Notes

Resets the render target to the screen, i.e. re-enables drawing to the screen.

Examples

Drawing to a framebuffer

-- create canvas
canvas = love.graphics.newCanvas()

-- draw colored square to canvas
love.graphics.setCanvas(canvas)
love.graphics.setColor(230,240,120)
love.graphics.rectangle('fill',0,0,100,100)
love.graphics.setCanvas()

-- draw scaled canvas to screen
love.graphics.setColor(255,255,255)
love.graphics.clear()
love.graphics.draw(canvas, 200,100, 0, .5,.5)

See Also


Other Languages