Graphics.glDraw
Revision as of 23:45, 26 February 2020 by Novarender (talk | contribs) (Fixed a bunch of spelling errors)
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. |