Available since LÖVE 0.9.0 |
This function is not supported in earlier versions. |
Sets the properties of a vertex in the Mesh.
In versions prior to 11.0, color and byte component values were within the range of 0 to 255 instead of 0 to 1.
Available since LÖVE 0.10.0 |
This variant is not supported in earlier versions. |
Mesh:setVertex( index, attributecomponent, ... )
number index
number attributecomponent
number ...
Nothing.
The arguments are in the same order as the vertex attributes in the Mesh's vertex format. A standard Mesh that wasn't created with a custom vertex format will use two position numbers, two texture coordinate numbers, and four color components per vertex: x, y, u, v, r, g, b, a.
If no value is supplied for a specific vertex attribute component, it will be set to a default value of 0 if its data type is "float", or 1 if its data type is "byte".
Available since LÖVE 0.10.0 |
This variant is not supported in earlier versions. |
Mesh:setVertex( index, vertex )
number index
table vertex
{attributecomponent, ...}
.
number attributecomponent
number ...
Nothing.
The table indices are in the same order as the vertex attributes in the Mesh's vertex format. A standard Mesh that wasn't created with a custom vertex format will use two position numbers, two texture coordinate numbers, and four color components per vertex: x, y, u, v, r, g, b, a.
If no value is supplied for a specific vertex attribute component, it will be set to a default value of 0 if its data type is "float", or 1 if its data type is "byte".
Sets the vertex components of a Mesh that wasn't created with a custom vertex format.
Mesh:setVertex( index, x, y, u, v, r, g, b, a )
number index
number x
number y
number u
number v
number r (1)
number g (1)
number b (1)
number a (1)
Nothing.
Sets the vertex components of a Mesh that wasn't created with a custom vertex format.
Mesh:setVertex( index, vertex )
number index
table vertex
number [1]
number [2]
number [3]
number [4]
number [5] (1)
number [6] (1)
number [7] (1)
number [8] (1)
Nothing.