Added instancing support to Meshes via Mesh:setInstanceCount. Added a new built-in variable to vertex shaders: int love_InstanceID.

love.graphics.draw(mesh) will draw the mesh instancecount times, using hardware instancing when available. The only way to draw individual instances differently from each other is to use the love_InstanceID variable in a vertex shader.

Added love.graphics.isSupported(“instancing”). Hardware instancing is supported if true, otherwise a (slower) pseudo-instancing fallback is used internally when drawing instanced meshes.
This commit is contained in:
Alex Szpakowski
2014-01-21 06:01:50 -04:00
parent 81d9810ed8
commit 73f1ce0d40
13 changed files with 217 additions and 13 deletions
+2
View File
@@ -41,6 +41,8 @@ int w_Mesh_getVertices(lua_State *L);
int w_Mesh_getVertexCount(lua_State *L);
int w_Mesh_setVertexMap(lua_State *L);
int w_Mesh_getVertexMap(lua_State *L);
int w_Mesh_setInstanceCount(lua_State *L);
int w_Mesh_getInstanceCount(lua_State *L);
int w_Mesh_setTexture(lua_State *L);
int w_Mesh_getTexture(lua_State *L);
int w_Mesh_setDrawMode(lua_State *L);