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love.graphics.setCanvas
Available since LÖVE 0.8.0 |
It has been renamed from love.graphics.setRenderTarget. |
Function
Synopsis
Arguments
Canvas canvas
- The new target.
Returns
Nothing.
Notes
Sets the render target to a specified Canvas. All drawing operations until the next love.graphics.setCanvas call will be redirected to the Canvas and not shown on the screen.
Function
Synopsis
Arguments
None.
Returns
Nothing.
Notes
Resets the render target to the screen, i.e. re-enables drawing to the screen.
Function
Available since LÖVE 0.9.0 |
This variant is not supported in earlier versions. |
Synopsis
Arguments
Canvas canvas1
- The first render target.
Canvas canvas2
- The second render target.
Canvas ...
- More canvases.
Returns
Nothing.
Notes
Sets the render target to multiple simultaneous Canvases. All drawing operations until the next love.graphics.setCanvas call will be redirected to the specified canvases and not shown on the screen.
Normally the same thing will be drawn on each canvas, but that can be changed if a pixel shader is used with the effects
function instead of the regular effect
.
All canvas arguments must have the same widths and heights and the same texture type. Not all computers which support Canvases will support multiple render targets. If love.graphics.isSupported("multicanvas") returns true, at least 4 simultaneously active canvases are supported.
Examples
Drawing to a canvas
-- create canvas
canvas = love.graphics.newCanvas()
-- direct drawing operations to the canvas
love.graphics.setCanvas(canvas)
-- draw colored square to canvas
love.graphics.setColor(230,240,120)
love.graphics.rectangle('fill',0,0,100,100)
-- re-enable drawing to the main screen
love.graphics.setCanvas()
end
function love.draw()
-- draw scaled canvas to screen
love.graphics.setColor(255,255,255)
love.graphics.draw(canvas, 200,100, 0, .5,.5)
end
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