Search found 4713 matches

by bartbes
Sat Sep 16, 2017 1:00 pm
Forum: General
Topic: merge all .dll file into single exe
Replies: 3
Views: 102

Re: merge all .dll file into single exe

There are no dependencies that don't legally allow static linking if your game has a license compatible with the LGPL (I am not a lawyer, please check all licenses). There are 4 reasons for a library to be shipped as a dll in the official windows builds: It's LGPL. Dynamic linking provides an import...
by bartbes
Sat Sep 16, 2017 8:26 am
Forum: Support and Development
Topic: No more drawing to canvas after canvas:newImageData()
Replies: 9
Views: 225

Re: No more drawing to canvas after canvas:newImageData()

It's very possible for different graphics drivers to behave differently when you do something you're not allowed to do.
by bartbes
Fri Sep 15, 2017 9:33 pm
Forum: Support and Development
Topic: No more drawing to canvas after canvas:newImageData()
Replies: 9
Views: 225

Re: No more drawing to canvas after canvas:newImageData()

grump wrote:
Fri Sep 15, 2017 6:51 pm
I've considered that, but shouldn't this work:

Code: Select all

gfx.setCanvas()
local img = canvas:newImageData()
gfx.setCanvas(canvas)
-- ...drawing more stuff on the canvas...
I'd assume so. Doesn't it?
by bartbes
Fri Sep 15, 2017 6:37 pm
Forum: Support and Development
Topic: No more drawing to canvas after canvas:newImageData()
Replies: 9
Views: 225

Re: No more drawing to canvas after canvas:newImageData()

You're not allowed to read from a canvas you're currently writing to, so I presume the same holds for newImageData. Does it work if you move the call to newImageData to after gfx.setCanvas() (4 lines later)?
by bartbes
Fri Sep 15, 2017 3:29 pm
Forum: General
Topic: love2d install error
Replies: 10
Views: 453

Re: love2d install error

Please don't double post, and especially don't quadruple post. And also don't make 2 other topics that are basically continuations of this.
by bartbes
Fri Sep 15, 2017 7:52 am
Forum: Support and Development
Topic: Can't understand the principle of Thread and Channel work
Replies: 1
Views: 94

Re: Can't understand the principle of Thread and Channel work

There are a few problems with this code. The big problem is your call to newChannel("channel"). It does not, as you seem to think, create a channel named "channel", it creates an anonymous channel, as newChannel does not accept any arguments. If you use getChannel("channel") instead your thread will...
by bartbes
Wed Sep 13, 2017 10:16 am
Forum: Support and Development
Topic: graphics.points coordinates are borked(?)
Replies: 2
Views: 143

Re: graphics.points coordinates are borked(?)

So first of all, the top-left is actually (0, 0), not (1, 1). The second thing you may be seeing, and this depends on drivers, is that points are usually drawn with the coordinate as its centre point. This means that (at least on most systems) drawing at (0.5,0.5) is the way to fill the pixel at (0,...
by bartbes
Tue Sep 12, 2017 7:35 am
Forum: Support and Development
Topic: Do requires in threads get cached? Are they cached separately from the main thread?
Replies: 3
Views: 123

Re: Do requires in threads get cached? Are they cached separately from the main thread?

No, even data sent over channels isn't shared unless they're love objects. The tables are copied over, and, of course, you can't send functions to begin with.
by bartbes
Sat Sep 09, 2017 10:03 pm
Forum: Support and Development
Topic: custom events
Replies: 1
Views: 126

Re: custom events

It's not indexed numerically, because then how would it associate handlers to events? Instead it's indexed by the event name. So love.handlers.cake handles the event named "cake".
by bartbes
Fri Sep 08, 2017 9:43 am
Forum: General
Topic: Complete Noob - Drawing text in layers
Replies: 22
Views: 644

Re: Complete Noob - Drawing text in layers

RogerH wrote:
Fri Sep 08, 2017 8:16 am
yes - and I apologised in my last post for the duplicate - as I said I'm a noob and i will make mistakes. If it helps, I apologise again for the dup[licate post.
And then you triple post AGAIN.