Mesh:getVertexMap

Mesh:getVertexMap Available since LÖVE 0.9.0 This function is not supported in earlier versions. Gets the vertex map for the Mesh. The vertex map describes the order in which the vertices are used when the Mesh is drawn. The vertices, vertex map, and mesh draw mode work together to determine what exactly is displayed on the screen. If no vertex map has been set previously via Mesh:setVertexMap, then this function will return nil in LÖVE 0.10.0+, or an empty table in 0.9.2 and older. Funct

Mesh:getVertexFormat

Mesh:getVertexFormat Available since LÖVE 0.10.0 This function is not supported in earlier versions. Gets the vertex format that the Mesh was created with. Function Synopsis format = Mesh:getVertexFormat( ) Arguments None. Returns table format The vertex format of the Mesh, which is a table containing tables for each vertex attribute the Mesh was created with, in the form of {attribute, ...}. table attribute A table containing the attribute's name, it's data type, and the number of comp

Mesh:getVertexCount

Mesh:getVertexCount Available since LÖVE 0.9.0 This function is not supported in earlier versions. Gets the total number of vertices in the Mesh. Function Synopsis count = Mesh:getVertexCount( ) Arguments None. Returns number count The total number of vertices in the mesh. See Also Mesh Mesh:getVertex Mesh:setVertex

Mesh:getVertexAttribute

Mesh:getVertexAttribute Available since LÖVE 0.10.0 This function is not supported in earlier versions. Gets the properties of a specific attribute within a vertex in the Mesh. Meshes without a custom vertex format specified in love.graphics.newMesh have position as their first attribute, texture coordinates as their second attribute, and color as their third attribute. Function Synopsis value1, value2, ... = Mesh:getVertexAttribute( vertexindex, attributeindex ) Arguments number vertexin

Mesh:getVertex

Mesh:getVertex Available since LÖVE 0.9.0 This function is not supported in earlier versions. Gets the properties of a vertex in the Mesh. Function Available since LÖVE 0.10.0 This variant is not supported in earlier versions. Synopsis attributecomponent, ... = Mesh:getVertex( index ) Arguments number index The index of the vertex you want to retrieve the information for. Returns number attributecomponent The first component of the first vertex attribute in the specified vertex. nu

Mesh:getTexture

Mesh:getTexture Available since LÖVE 0.9.1 This function is not supported in earlier versions. Gets the texture (Image or Canvas) used when drawing the Mesh. Function Synopsis texture = Mesh:getTexture( ) Arguments None. Returns Texture texture (nil) The Image or Canvas to texture the Mesh with when drawing, or nil if none is set. See Also Mesh Mesh:setTexture

Mesh:getImage

Mesh:getImage Available since LÖVE 0.9.0 This function is not supported in earlier versions. Removed in LÖVE 0.10.0 Use Mesh:getTexture instead. Gets the Image used when drawing the Mesh. Function Synopsis image = Mesh:getImage( ) Arguments None. Returns Image image (nil) The Image used to texture the Mesh when drawing. May be nil if no Image is being used with the Mesh. See Also Mesh Mesh:setImage

Mesh:getDrawRange

Mesh:getDrawRange Available since LÖVE 0.9.1 This function is not supported in earlier versions. Gets the range of vertices used when drawing the Mesh. Function Synopsis min, max = Mesh:getDrawRange( ) Arguments None. Returns number min (nil) The index of the first vertex used when drawing, or the index of the first value in the vertex map used if one is set for this Mesh. number max (nil) The index of the last vertex used when drawing, or the index of the last value in the vertex map u

Mesh:getDrawMode

Mesh:getDrawMode Available since LÖVE 0.9.0 This function is not supported in earlier versions. Gets the mode used when drawing the Mesh. Function Synopsis mode = Mesh:getDrawMode( ) Arguments None. Returns MeshDrawMode mode The mode used when drawing the Mesh. See Also Mesh love.graphics.newMesh

Mesh:flush

Mesh:flush Available since LÖVE 0.10.0 This function is not supported in earlier versions. Immediately sends all modified vertex data in the Mesh to the graphics card. Normally it isn't necessary to call this method as love.graphics.draw(mesh, ...) will do it automatically if needed, but explicitly using Mesh:flush gives more control over when the work happens. If this method is used, it generally shouldn't be called more than once (at most) between love.graphics.draw(mesh, ...) calls. F