Added new love.graphics.newMesh variants: newMesh(vertexformat, vertices [, drawmode, meshusage]) and newMesh(vertexformat, numvertices [, drawmode, meshusage]).
Replaced the regular love.graphics.newMesh variants with newMesh(vertices [, drawmode, meshusage]) and newMesh(numvertices [, drawmode, meshusage]). To use an image or canvas with a mesh, use Mesh:setTexture.
vertexformat is a table with the following prototype:
{
{attributename, datatype, components},
{attributename, datatype, components},
...
}
Where attributename is the name of the vertex attribute (can be the built-in names 'VertexPosition', 'VertexTexCoord', or 'VertexColor', or a custom name for use in a vertex shader), datatype is the type of values used for the attribute ('float' or 'byte'), and components is the number of components in the vertex attribute (between 1 and 4.)
The vertex format is used to determine the layout of the vertices in the mesh, for example the 'regular' newMesh variants use this vertex format:
format = {
{"VertexPosition", "float", 2},
{"VertexTexCoord", "float", 2},
{"VertexColor", "byte", 4},
}
The mesh usage parameter accepts the same constants as the spritebatch usage hint in love.graphics.newSpriteBatch - "dynamic", "static", and "stream".
Mesh:setVertex now sets *all* vertex attributes for a specific vertex in the Mesh.
Added Mesh:setVertexAttribute(vertexindex, attributeindex, attributevalue1, ...), which sets the values for a specific vertex attribute in a specific vertex in the Mesh (resolves issue #784.)
Added Mesh:getVertexFormat and Mesh:flush.
Added Mesh:setAttributeEnabled(attributename, enable) and Mesh:isAttributeEnabled(attributename), to enable or disable the use of a specific attribute when drawing the Mesh.
Added Mesh:attachAttribute(attributename, mesh), which makes the Mesh use a vertex attribute from another mesh when drawing the Mesh. This can be used to separate out vertex attributes which are updated at different rates into different meshes, and to share vertex data between multiple meshes.
Removed Mesh:setVertices, Mesh:getVertices, and Mesh:setVertexColors.
Previously, calling e.g. love.graphics.getFont() 10,000 times would retain the object 10,000 times (and release it 10,000 times when the Font object was garbage-collected in the Lua state.) Now it will only retain it once and release it once.
luax_pushtype keeps the object in a weak table and checks the table before creating a new userdata, so it re-uses the object's existing wrapper userdata if it can, whenever the object is pushed to Lua.
This fixes some subtle issues with love objects, where using them as keys in tables would not always work as expected (https://love2d.org/forums/viewtopic.php?f=4&t=39398&p=112388#p112415). It also decreases the amount of new Lua objects created, saving the garbage collector some work.