Mesh:setVertices

Available since LÖVE 0.9.0
This function is not supported in earlier versions.

Replaces a range of vertices in the Mesh with new ones. The total number of vertices in a Mesh cannot be changed after it has been created. This is often more efficient than calling Mesh:setVertex in a loop.

Function

Available since LÖVE 0.10.0
This variant is not supported in earlier versions.

Synopsis

Mesh:setVertices( vertices, startvertex, count )

Arguments

table vertices
The table filled with vertex information tables for each vertex, in the form of {vertex, ...} where each vertex is a table in the form of {attributecomponent, ...}.
number attributecomponent
The first component of the first vertex attribute in the vertex.
number ...
Additional components of all vertex attributes in the vertex.
number startvertex (1)
The index of the first vertex to replace.
Available since LÖVE 11.3
number count (all)
Amount of vertices to replace.

Returns

Nothing.

Notes

The values in each vertex table are in the same order as the vertex attributes in the Mesh's vertex format. A standard Mesh that wasn't created with a custom vertex format will use two position numbers, two texture coordinate numbers, and four color components per vertex: x, y, u, v, r, g, b, a.

If no value is supplied for a specific vertex attribute component, it will be set to a default value of 0 if its data type is "float", or 255 if its data type is "byte".

Function

Available since LÖVE 0.10.0
This variant is not supported in earlier versions.

Sets the vertex components of the Mesh by copying directly from the memory of a Data object.

Synopsis

Mesh:setVertices( data, startvertex, count )

Arguments

Data data
A Data object to copy from. The contents of the Data must match the layout of this Mesh's vertex format.
number startvertex (1)
The index of the first vertex to replace.
Available since LÖVE 11.3
number count (all)
Amount of vertices to replace.

Returns

Nothing.

Notes

If LuaJIT's FFI is used to populate the Data object via Data:getPointer and ffi.cast, this variant can be drastically more efficient than other methods of setting Mesh vertex data.

Function

Sets the vertex components of a Mesh that wasn't created with a custom vertex format.

Synopsis

Mesh:setVertices( vertices )

Arguments

table vertices
The table filled with vertex information tables for each vertex as follows:
number [1]
The position of the vertex on the x-axis.
number [2]
The position of the vertex on the y-axis.
number [3]
The horizontal component of the texture coordinate. Texture coordinates are normally in the range of [0, 1], but can be greater or less (see WrapMode).
number [4]
The vertical component of the texture coordinate. Texture coordinates are normally in the range of [0, 1], but can be greater or less (see WrapMode).
number [5] (1)
The red color component.
number [6] (1)
The green color component.
number [7] (1)
The blue color component.
number [8] (1)
The alpha color component.

Returns

Nothing.

See Also

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