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  1. API
  2. Instances
  3. Draw

Managed

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Last updated 3 months ago

This type represents a managed object. You cannot create an instance of this type directly.

Every object, that inherits from this type, must be created before use. The rendering system will only create them automatically, if you happen to lose a device object (e.g. minimize the game window, and then restore it) and only if you add your objects to manage table in .

obj

Type:

Pointer to a GPU object. If this object is not created, this field will be nil. You can use the value of this field to pass it to directly for example, or if you (for whatever reason we don't recommend you doing) want to have a direct control over the pointer - cast it to FFI's cdata.


create

Creates a managed object in GPU memory.

You should create() an object only once. Invoking this method after the object was created will be meaningless.

Arguments

None.

Returns

Nothing.

Example

tex:create();

destroy

Destroys a managed object in GPU memory.

Never destroy a GPU object if it is being used in rendering (for example, when you have pushed some shape that uses a texture, and then destroyed that texture). This will lead to undefined behavior, and most likely, **crash the game **.

Arguments

None.

Returns

Nothing.

Example

font:destroy();
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