mirror of
https://github.com/love2d/love.git
synced 2026-08-17 11:00:31 +02:00
Add low-level hardware instancing support to Meshes.
Add “instancing” Graphics Feature constant. Add love.graphics.drawInstanced(mesh, instancecount, x, y, …) which draws the mesh multiple times in a single draw call. Each instance of the mesh will appear in the exact same spot unless one of the following are used: - Add an optional vertex attribute step type argument to Mesh:attachAttribute. “pervertex” is the default. “perinstance” causes the attribute to be per-instance instead of per-vertex, when the mesh is drawn. - Add love_InstanceID as a built-in read only int variable in GLSL 3 vertex shaders. It is always 0 except when a Mesh is drawn with more than 1 instance specified in the draw call. It can be used to manually compute or index into per-instance values in a shader. --HG-- branch : minor
This commit is contained in:
@@ -96,6 +96,8 @@ public:
|
||||
|
||||
void flushStreamDraws() override;
|
||||
|
||||
void drawInstanced(Mesh *mesh, const Matrix4 &m, int instancecount);
|
||||
|
||||
void clear(Colorf color) override;
|
||||
void clear(const std::vector<OptionalColorf> &colors) override;
|
||||
|
||||
|
||||
Reference in New Issue
Block a user