Silence compiler warnings about methods with return value and potentially not returning anything.
This happens with gcc8 and the `-O2 -Wall -D_FORTIFY_SOURCE=2 -fstack-protector-strong -funwind-tables -fasynchronous-unwind-tables -fstack-clash-protection -std=c++11` flags passed to it by default on openSUSE.
- 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
All enum errors have (hopefully) been changed to a luax_enumerror, which has a
fixed error message. If additionally a list of valid options is passed, it
lists that in the error message. For every enum error with few options I've
implemented this using a getConstants call.
This solution has been designed specifically to reduce the number of template
instantiations (as I've been told that was a concern). All new template code
happens in places where there already was an instantiation of the relevant
StringMap. Of course there is still std::vector<std::string>...
--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
The above are batched together into a single draw call when called without other drawing calls in between, as long as the following criteria are met:
- The texture is the same.
- The primitive type is the same (points cannot be batched with non-points).
- The love.graphics state is the same (aside from the current color - i.e. setColor - and the transform state).
- The active shader’s uniform values are the same.
You can examine the ‘drawcalls’ field of love.graphics.getStats() to help determine if your code is allowing for optimum batching.
--HG--
branch : minor