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.
Available since LÖVE 0.10.0
This variant is not supported in earlier versions.
Mesh:setVertices( vertices, startvertex, count )
table vertices{vertex, ...} where each vertex is a table in the form of {attributecomponent, ...}.
number startvertex (1)number count (all) Available since 11.3
Nothing.
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".
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.
Mesh:setVertices( data, startvertex, count )
Data datanumber startvertex (1)number count (all) Available since 11.3
Nothing.
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.
Sets the vertex components of a Mesh that wasn't created with a custom vertex format.
Mesh:setVertices( vertices )
table verticesnumber [1]number [2]number [3]number [4]number [5] (1)number [6] (1)number [7] (1)number [8] (1)Nothing.
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Licensed under the GNU Free Documentation License, Version 1.3.
https://love2d.org/wiki/Mesh:setVertices