main: use setIndexBuffer

This commit is contained in:
Zack Buhman 2026-02-22 00:06:02 +00:00
parent 50b784e6ab
commit c54fd525ff

View File

@ -28,7 +28,7 @@ local vertexcode = [[
}
]]
shader = love.graphics.newShader(pixelcode, vertexcode)
local shader = love.graphics.newShader(pixelcode, vertexcode)
local vertexformat = {
{ name = 'VertexPosition', format = 'floatvec3', location = 0 },
@ -36,14 +36,20 @@ local vertexformat = {
}
local vertexdata = {
{-0.5, -0.5, -0.5, 1, 0, 0}, -- tl \|
{ 0.5, -0.5, -0.5, 0, 1, 0}, -- tr
{ 0.5, 0.5, -0.5, 0, 0, 1}, -- br
{ -0.5, 0.5, -0.5, 1, 1, 1}, -- bl |\
-0.5, -0.5, -0.5, 1, 0, 0, -- tl \|
0.5, -0.5, -0.5, 0, 1, 0, -- tr
0.5, 0.5, -0.5, 0, 0, 1, -- br
-0.5, 0.5, -0.5, 1, 1, 1, -- bl |\
}
local indexdata = {
0, 1, 2,
0, 3, 2,
};
function love.load(args)
local vertexbuffer = love.graphics.newBuffer(vertexformat, vertexdata, { vertex = true, usage = "static" })
local indexbuffer = love.graphics.newBuffer("uint16", indexdata, { index = true, usage = "static" })
attributelist = {
{
@ -66,9 +72,7 @@ function love.load(args)
drawmode = "triangles"
mesh = love.graphics.newMesh(attributelist, drawmode)
mesh:setVertexMap(1, 2, 3,
1, 4, 3)
mesh:setIndexBuffer(indexbuffer)
end
function love.draw()