Search found 105 matches

by Whatthefuck
Sun Jan 06, 2019 4:22 pm
Forum: Support and Development
Topic: Fullscreen resolution affected by screen scaling
Replies: 3
Views: 1322

Re: Fullscreen resolution affected by screen scaling

ReFreezed wrote:
Tue Jan 01, 2019 8:27 pm
Do both exclusive fullscreen and desktop fullscreen use the lower resolution?
A bit of a late reply, but yeah, neither mode allow me to set a resolution that isn't anything but the lower resolution as well.
by Whatthefuck
Fri Dec 21, 2018 9:07 am
Forum: Support and Development
Topic: Fullscreen resolution affected by screen scaling
Replies: 3
Views: 1322

Fullscreen resolution affected by screen scaling

Like the title says, the fullscreen render resolution of the love2d window seems to be affected by the screen scaling (in Windows 10). For example, if I have a 1920x1080 monitor and set the screen scaling to 150%, in full screen mode it will use 1280x720. Is there any way to disable this or is this ...
by Whatthefuck
Tue Nov 20, 2018 6:08 pm
Forum: Support and Development
Topic: Messed up World:rayCast()?
Replies: 5
Views: 851

Re: Messed up World:rayCast()?

I noticed you return fraction in the callback, is that the default use case for the :rayCast method? This wasn't mentioned anywhere. Returning 1 worked as well. I started returning 1, but changed it to 'fraction' when I saw the forum post you linked, to try to copy their repro and see if that chang...
by Whatthefuck
Tue Nov 20, 2018 10:06 am
Forum: Support and Development
Topic: Messed up World:rayCast()?
Replies: 5
Views: 851

Re: Messed up World:rayCast()?

Works for me. local world = love.physics.newWorld(0, 0, false) local ray1x, ray1y = 400, 300 local ray2x, ray2y = 700, 500 local intersectx, intersecty local range local obstacle = false local obsBody = love.physics.newBody(world, 900, 0, "static") local obsShape = love.physics.newRectangleShape(64...
by Whatthefuck
Mon Nov 19, 2018 8:06 pm
Forum: Support and Development
Topic: Messed up World:rayCast()?
Replies: 5
Views: 851

Messed up World:rayCast()?

Hello, like the title says, it seems like the rayCast method is messed up in the sense that it just straight up seems to skip objects to check for collision against. Here are a couple of pictures to show you what my problem is. 1. there is a :rayCast from the 1st body to the 2nd, there is nothing in...
by Whatthefuck
Tue Oct 16, 2018 1:13 pm
Forum: Support and Development
Topic: Linking a .so file for a Linux build
Replies: 1
Views: 1098

Linking a .so file for a Linux build

Hello, like the title says I'm trying to link a .so file (the Steam API) to compile a Linux build of my game, but I can't seem to find how to do that. I tried putting in the parameter for it into the LDFLAGS (-Lsrc -l:libsteam_api.so) field of the Makefile file, but that didn't work. For the record ...
by Whatthefuck
Sun Jul 01, 2018 10:43 am
Forum: Support and Development
Topic: Creating an instance of the Image class from C++ and pushing it to Lua
Replies: 5
Views: 1084

Re: Creating an instance of the Image class from C++ and pushing it to Lua

One way would be to pass the raw image data to Lua as a string, so you can use love.image.newImageData from Lua to turn it into an ImageData object that you can easily convert to Image. Yeah, this is what I'm starting thinking of doing since I don't see a clear way of doing that on the C side of th...
by Whatthefuck
Fri Jun 29, 2018 4:25 pm
Forum: Support and Development
Topic: Creating an instance of the Image class from C++ and pushing it to Lua
Replies: 5
Views: 1084

Creating an instance of the Image class from C++ and pushing it to Lua

Hello, I am trying to create an instance of the Image class with raw data read from downloading an image file from a URL on the C/C++ side of things and push it to Lua when needed. I am looking through the C code, but I see no clear way of doing this. Can someone help me out here?