Search found 99 matches
- Sun Dec 09, 2018 12:53 am
- Forum: General
- Topic: Getting Camera to work
- Replies: 2
- Views: 2930
Re: Getting Camera to work
You're calling setPosition with a . instead of a : , so it's not getting the self reference.
- Thu Nov 29, 2018 1:45 pm
- Forum: Support and Development
- Topic: Much slower fill rate in 11.x vs 10.2
- Replies: 10
- Views: 8557
Re: Much slower fill rate in 11.x vs 10.2
OK, thanks, slime! That makes sense. @Nelvin Yeah, something is weird. I'm wondering if my issue is a bug in the drivers for my specific hardware, though I did try two different versions. My brother also tested it on his older laptop with an Intel HD 3000. It uses OpenGL 3.1.0 with both versions of ...
- Wed Nov 28, 2018 12:52 pm
- Forum: Support and Development
- Topic: Much slower fill rate in 11.x vs 10.2
- Replies: 10
- Views: 8557
Re: Much slower fill rate in 11.x vs 10.2
OK, thanks! Setting that flag actually worked, though in the exact opposite way from its intended purpose...? If I do SET LOVE_GRAPHICS_USE_GL2=1 and run the project with Löve 11, then it uses OpenGL 4.0.0, and renders just as fast as Löve 10.2. Otherwise it uses OpenGL 3.3.0 and runs way slower. My...
- Tue Nov 27, 2018 6:55 pm
- Forum: Support and Development
- Topic: Much slower fill rate in 11.x vs 10.2
- Replies: 10
- Views: 8557
Re: Much slower fill rate in 11.x vs 10.2
OK, I didn't find the flag you were talking about, but I did come across `love.graphics.getRendererInfo`, which gave some interesting information: Löve 10.2 is using: OpenGL 4.0.0 - Build 9.17.10.2932 Löve 11.x is using: OpenGL 3.3.0 - Build 9.17.10.2932 So it seems like there is some issue with Löv...
- Tue Nov 27, 2018 3:39 pm
- Forum: Support and Development
- Topic: Much slower fill rate in 11.x vs 10.2
- Replies: 10
- Views: 8557
Much slower fill rate in 11.x vs 10.2
Hey all, I've been profiling my project and I noticed that there's a pretty huge (~6x) performance difference between Löve 11 and Löve 10 when it comes to fill rate — how many times I am writing pixels to the screen. Here's a minimal .love that I've used to test this: Perf Test Love.love All it does...
- Fri May 25, 2018 9:00 pm
- Forum: Support and Development
- Topic: Newbie question - Visual Novel type setup not working!
- Replies: 4
- Views: 2713
Re: Newbie question - Visual Novel type setup not working!
@zorg - Yeah, I originally assumed it was just the forum formatting, but then I checked the actual file he uploaded, and it was the same. Zorg beat me to the issue with defining 'love.keypressed' inside 'love.update', but I will add my 2 cents too. When you use the `function` keyword, you are defini...
- Fri May 25, 2018 7:27 pm
- Forum: Support and Development
- Topic: Newbie question - Visual Novel type setup not working!
- Replies: 4
- Views: 2713
Re: Newbie question - Visual Novel type setup not working!
Did you really write this main.lua with no indentation whatsoever, or did the file get messed up somehow?! You should always indent your code (with spaces or tabs, whichever you like), that way you can actually read it and see what's going on. With indentation, here is your update function: function...
- Wed Apr 18, 2018 11:54 am
- Forum: General
- Topic: LÖVE 11 draw call batching documentation?
- Replies: 5
- Views: 4468
Re: LÖVE 11 draw call batching documentation?
Aha! Thanks, slime. So I can change the transform and the color, and draw the same image (or quad pieces of the same image) as much as I want, but that's about it. Now I can also use any of the line/shape/point drawing functions without breaking the batch, right? . . . (arc, circle, ellipse, line, p...
- Tue Apr 17, 2018 3:49 pm
- Forum: General
- Topic: LÖVE 11 draw call batching documentation?
- Replies: 5
- Views: 4468
LÖVE 11 draw call batching documentation?
Is there any documentation on how the new draw call batching works? Specifically, what breaks a batch?