Graphics.glDraw is a function with access named arguments for drawing OpenGL primitives. The only required parameter is vertexCoords.
The list with accepted arguments:
| Type
|
Name
|
Default
|
Description
|
| table
|
vertexCoords
|
<required>
|
A flat table of x/y coordinates of vertices. Can be either 0-based or 1-based.
|
| table
|
textureCoords
|
nil
|
A flat table of x/y coordinates of for texture coordinates for each vertex. Can be either 0-based or 1-based.
|
| table
|
vertexColors
|
nil
|
A flat table of rgba values for the vertices.
|
| table
|
color
|
{1.0, 1.0, 1.0, 1.0} (White)
|
A table of RGB or RGBA values ranging from 0.0 to 1.0.
|
| LuaImageResource or CaptureBuffer
|
texture
|
nil
|
The texture to draw. Can be either a LuaImageResource or a CaptureBuffer.
|
| number
|
primitive
|
Graphics.GL_TRIANGLES
|
The OpenGL Graphics primitive to draw vertices of. Valid options are: Graphics.GL_POINTS, Graphics.GL_LINES, Graphics.GL_LINE_LOOP, Graphics.GL_LINE_STRIP, Graphics.GL_TRIANGLES, Graphics.GL_TRIANGLE_STRIP, Graphics.GL_TRIANGLE_FAN
|
| number
|
priority
|
1.0
|
The priority to draw with. See LunaLua Render Priority.
Note: When using a CaptureBuffer as texture, be sure that the priority is higher than the one used in the buffer. Otherwise it might result into a crash.
|
|
| boolean
|
sceneCoords
|
false
|
If set to "true", the image will be drawn relative to the scene. Default is relative to the screen.
|
Values for LunaLua with Shader Support
| Type
|
Name
|
Default
|
Description
|
| Shader
|
shader
|
nil
|
The compiled Shader-Program to use.
|
| table
|
attributes
|
nil
|
A table where the key is the name of the attribute and the value is a an array containing all required values. Keep in mind that this is per-vertex, so you the number of values you pass in that array depends on the number for vertices you use.
|
| table
|
uniforms
|
nil
|
A table where the key is the name of the uniform and the value is a an array containing all required values.
|