Search found 2705 matches

by slime
Mon Sep 24, 2018 9:19 pm
Forum: Support and Development
Topic: Why the hell was (Image):getData removed?
Replies: 3
Views: 104

Re: Why the hell was (Image):getData removed?

It was removed because it's incompatible with different types of images, it also allows love to reduce its memory usage in the future with different rendering backends. A super easy way to access imagedata given an image, with minimal code changes, would be to store the imagedata in a table using th...
by slime
Mon Sep 24, 2018 8:27 pm
Forum: Support and Development
Topic: Why the hell was (Image):getData removed?
Replies: 3
Views: 104

Re: Why the hell was (Image):getData removed?

You can (and have always been able to) create an image using an imagedata, and just reuse the imagedata as you see fit.

Code: Select all

local imagedata = love.image.newImageData("image.png")
local image = love.graphics.newImage(imagedata)

local r, g, b, a = imagedata:getPixel(x, y)
by slime
Wed Jun 06, 2018 12:26 am
Forum: General
Topic: Love on Mac w/o OpenGL
Replies: 10
Views: 1768

Re: Love on Mac w/o OpenGL

Apparently, Apple is deprecated OpenGL to force developers to move towards Metal. How will that affect Love2d in the medium and long term? Medium-longish term, not at all. Apple formally deprecated legacy OpenGL on macOS like 5 years ago, but it still works. I expect Core Profile OpenGL will contin...
by slime
Sat Apr 28, 2018 3:12 pm
Forum: General
Topic: 11.0 bugs
Replies: 42
Views: 4391

Re: 11.0 bugs

Automatically batched vertices are transformed on the CPU, so TransformMatrix doesn't include the current love.graphics transform in auto-batched draws.
by slime
Sun Apr 22, 2018 5:42 pm
Forum: Support and Development
Topic: Precision issue with lg.getColor()
Replies: 10
Views: 735

Re: Precision issue with lg.getColor()

Indeed, almost every love API that accepts a number stores the number in something less precise than a 64 bit float. That's a lot of APIs.
by slime
Thu Apr 19, 2018 1:27 am
Forum: Support and Development
Topic: Turn off automatic batching in version 11?
Replies: 4
Views: 667

Re: Turn off automatic batching in version 11?

I don't see what else changed that could be causing it, so it'd be nice to be able to check. The internals of love.graphics have been substantially rewritten since 0.10. It takes advantage of more OpenGL 3+ features when available than before, which runs more risk of encountering bugs inside graphi...
by slime
Wed Apr 18, 2018 3:22 pm
Forum: General
Topic: LÖVE 11 draw call batching documentation?
Replies: 5
Views: 832

Re: LÖVE 11 draw call batching documentation?

raidho36 wrote:
Wed Apr 18, 2018 6:09 am
With that in mind, I'm not even sure why it's there.
Mostly so people can (theoretically) still use raw OpenGL if they really really want to, and are really careful.
by slime
Tue Apr 17, 2018 9:33 pm
Forum: General
Topic: LÖVE 11 draw call batching documentation?
Replies: 5
Views: 832

Re: LÖVE 11 draw call batching documentation?

The love.graphics.flushBatch wiki page describes it.
by slime
Sun Apr 15, 2018 11:39 pm
Forum: Support and Development
Topic: Building Game in xCode 9.x
Replies: 5
Views: 504

Re: Building Game in xCode 9.x

Are you sure you downloaded the LÖVE 11.1 iOS source? It works for me, and has Metal.framework listed under the frameworks dropdown and set to weak-link: Screen Shot 2018-04-15 at 8.38.56 PM.png Also note that you'll need to change the code-signing and bundle identifier settings in the General tab o...