Search found 2759 matches

by slime
Thu Jul 11, 2019 10:42 pm
Forum: Support and Development
Topic: love2d seems to work fine, yet it doesnt respond
Replies: 13
Views: 1660

Re: love2d seems to work fine, yet it doesnt respond

Can you try the latest pre-release build of LÖVE 11.3? 32 bit: https://ci.appveyor.com/api/buildjobs/txpn7295cts7ms9m/artifacts/build%2Flove-11.3-win32.zip 64 bit: https://ci.appveyor.com/api/buildjobs/bbn6d75ar84glks8/artifacts/build%2Flove-11.3-win64.zip I'd also make sure your graphics drivers ar...
by slime
Wed Jul 03, 2019 1:35 am
Forum: Support and Development
Topic: Freeing memory from a canvas
Replies: 1
Views: 111

Re: Freeing memory from a canvas

If there are no other references to the Canvas, that should work. You might have to call collectgarbage() twice to cause every bit of unreferenced data to be completely freed though, I don't remember the details on that.

love also has Object:release, which sounds similar to surface_free.
by slime
Mon Jul 01, 2019 3:30 pm
Forum: Support and Development
Topic: The game paused but the time keeps running (Android)
Replies: 7
Views: 304

Re: The game paused but the time keeps running (Android)

The first dt after resuming might be very large, since it's based on the real time that elapsed since the last frame.
by slime
Sat Jun 29, 2019 1:31 pm
Forum: Support and Development
Topic: [SOLVED] Load .DDS images into Love
Replies: 2
Views: 659

Re: Load .DDS images into Love

Do you know what sort of format the .dds file contains? love currently can load compressed textures from dds files (DXT1, DXT5, BC7, etc. formats), but it can't load raw RGBA bytes stored in a .dds container.
by slime
Mon May 27, 2019 10:22 pm
Forum: Support and Development
Topic: iPhone X Bezel
Replies: 2
Views: 1991

Re: iPhone X Bezel

There isn't a way to detect the safe area in released versions of LÖVE, but 11.3 (in development) adds a function for it: love.window.getSafeArea.
by slime
Sun May 19, 2019 3:35 am
Forum: Support and Development
Topic: Init.lua file in Android
Replies: 3
Views: 918

Re: Init.lua file in Android

init.lua shouldn't be capitalized. The windows filesystem isn't case sensitive so the problem can't be detected when your game is a plain folder there, but once it's been zipped into a .love (or if it's a plain folder on case-sensitive filesystems such as in Linux), then it matters.
by slime
Sat Apr 06, 2019 4:10 pm
Forum: General
Topic: 11.0 bugs
Replies: 47
Views: 39772

Re: 11.0 bugs

pgimeno wrote:
Fri Apr 05, 2019 10:44 am
Could we have the embedded boot.lua include the empty lines in the original source?
I've applied your change, thanks!
https://bitbucket.org/rude/love/commits ... ad4b938620
by slime
Tue Mar 26, 2019 1:02 am
Forum: General
Topic: Threads in graphics module
Replies: 3
Views: 1478

Re: Threads in graphics module

Nope. love.graphics only works with an active window (the window owns the graphics context, effectively) and it calls OpenGL functions on the main thread and there has to be an explicit function call to switch the context to a different thread (which would break the main thread if you tried it).
by slime
Mon Mar 25, 2019 11:53 pm
Forum: General
Topic: Threads in graphics module
Replies: 3
Views: 1478

Re: Threads in graphics module

If you use love.graphics functions, methods, and objects in other threads it will cause crashes in the best case, or a slow and hard-to-track eventual corruption of your game's memory in the worst case. On top of the typical synchronization problems, OpenGL is both completely full of state (so calli...
by slime
Tue Mar 05, 2019 10:30 pm
Forum: Support and Development
Topic: Shader texture function not found
Replies: 2
Views: 1673

Re: Shader texture function not found

The function is only available in GLSL 1.30 or newer (and love uses GLSL 1.20 by default) - you can opt into GLSL 3.30 by putting "#pragma language glsl3" at the very top of the shader (without quotes). However, if you just rename all the "texture" calls to "Texel" instead, it will work in all GLSL ...