- Add love.graphics.setDepthMode(testcomparison, enablewrites).
- Add love.graphics.setMeshCullMode.
- Add love.graphics.setFrontFaceWinding.
Depth testing and depth writes require a depth buffer to work. The mesh cull mode controls whether front/back faces of a mesh are culled. The front face winding determines whether a clockwise or counterclockwise-oriented face in a mesh is considered front facing.
--HG--
branch : minor
- Added an optional mipmap index argument to the non-table variant of love.graphics.setCanvas, and an optional ‘mipmap’ field to the table variant.
- Canvas:setMipmapFilter now works.
- Added Canvas:generateMipmaps.
- Added Canvas:getMipmapMode.
- Added a new ‘mipmaps’ enum field to the table passed into love.graphics.newCanvas. Accepted values are “none” (default), “manual”, and “auto”.
If a Canvas has the manual mipmap mode, you will either need to render to a mipmap level or call Canvas:generateMipmaps. If it has the auto mode, mipmaps will be automatically generated after rendering to that Canvas. Generating mipmaps is not free.
--HG--
branch : minor
- Add Texture:setDepthSampleMode(comparemode). Only works on textures with depth pixel formats. A texture with the depth sample mode set will only work with a depth sampler.
- Add DepthImage, DepthArrayImage, and DepthCubeImage sampler keywords to glsl3.
--HG--
branch : minor
Also fixed Canvas MSAA (resolves issue #1271).
stencil-formatted Canvases can’t be drawn, and can only be used as the value for a new ‘depthstencil’ field to the table-argument variant of love.graphics.setCanvas.
--HG--
branch : minor
Added love.graphics.drawLayer(texture, layerindex, …). ‘texture’ must be an array texture.
Added SpriteBatch:add/setLayer.
Added Quad:get/setLayer. This applies to array textures that are drawn without specifying an explicit layer index in the draw call.
Added love.graphics.newQuad variants which have layer arguments.
--HG--
branch : minor
effect() takes no arguments and returns nothing, you are responsible for assigning a value to either love_PixelColor or love_Canvases[n] in the function. You can declare ‘MainTex’, which will be whatever texture is used with any Drawable drawn with love.graphics.draw. You can also declare ‘VaryingColor’ and ‘VaryingTexCoord’, which are passed down from the vertex shader by love automatically. love_PixelCoord is also available.
--HG--
branch : minor
- Add love.graphics.newArrayImage, newCubeImage, and newVolumeImage.
- Add love.graphics.newCanvas(w, h, layers) and newCanvas(w, h, layers, settings). Add ‘type’ field to the settings table of newCanvas.
- Add new love.graphics.setCanvas variants: setCanvas(canvas, slice), and setCanvas(canvastable) where canvastable is in the format: {{canvas1, layer=2}, {canvas2, face=5}}
- Add Texture:getTextureType, getDepth, getLayerCount, getMipmapCount, and getFormat.
- Remove Image:getData and Image:refresh.
- Add Image:replacePixels(imagedata [, slice] [, mipmap]).
- Update Canvas:newImageData to accept a slice argument.
- Add love.image.newCubeFaces(imagedata).
--HG--
branch : minor
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