Search found 55 matches

by Ertain
Mon Jul 11, 2011 8:05 pm
Forum: Support and Development
Topic: How to use Framebuffer:renderTo() properly
Replies: 55
Views: 56742

Re: How to use Framebuffer:renderTo() properly

Jasoco wrote:but anything between 1 and 254 will be placed on a black pixel. Which sucks a bit.
Robin wrote:I played around with my example for a bit.
Oh, the geek jokes just seem to be coming to me. :crazy:
by Ertain
Tue May 10, 2011 1:48 am
Forum: Support and Development
Topic: Managing a consistent framerate
Replies: 50
Views: 20848

Re: Managing a consistent framerate

Holy crap. :o

Thank you again, Miko.
by Ertain
Mon May 09, 2011 11:06 pm
Forum: Support and Development
Topic: Managing a consistent framerate
Replies: 50
Views: 20848

Re: Managing a consistent framerate

By the way, about that framebuffer issue: how shall I exactly draw to it? I know I first load it in love.load(), but do I first set the render target (in the draw() step) as the framebuffer, and then use a draw() function to set the images in the buffer?
by Ertain
Sun May 08, 2011 8:57 pm
Forum: Support and Development
Topic: Managing a consistent framerate
Replies: 50
Views: 20848

Re: Managing a consistent framerate

Yeah, maybe I should organize it like that. :-?
by Ertain
Sun May 08, 2011 2:00 am
Forum: Support and Development
Topic: Managing a consistent framerate
Replies: 50
Views: 20848

Re: Managing a consistent framerate

Thank you for the help, Miko.
by Ertain
Sat May 07, 2011 5:15 pm
Forum: Support and Development
Topic: Managing a consistent framerate
Replies: 50
Views: 20848

Re: Managing a consistent framerate

Hmm, must be the framebuffer.
by Ertain
Sat May 07, 2011 1:40 am
Forum: Support and Development
Topic: Managing a consistent framerate
Replies: 50
Views: 20848

Re: Managing a consistent framerate

I am at my wits end. I can't figure out why, at the end of my little demo here, it completely freezes up. I don't know if it's all of the ships I'm drawing, or it's a combination of the drawing and the collision detection.

If you guys wish to sample my game, here it is.
by Ertain
Tue May 03, 2011 10:41 pm
Forum: Support and Development
Topic: Detecting proper framebuffers
Replies: 15
Views: 8836

Re: Detecting proper framebuffers

Thanks, man, I've been meaning to rewrite that function.
by Ertain
Tue May 03, 2011 8:58 pm
Forum: Support and Development
Topic: Detecting proper framebuffers
Replies: 15
Views: 8836

Re: Detecting proper framebuffers

I think I am do some unnecessary drawing calls each update. Some of my functions still do drawing even when the enemy is off the screen. So I think I'll add code to see if they've left the screen and stop drawing them. That might alleviate the problem a little. On one function I'm trying to draw sev...
by Ertain
Sun May 01, 2011 6:25 pm
Forum: Support and Development
Topic: Detecting proper framebuffers
Replies: 15
Views: 8836

Re: Detecting proper framebuffers

Thanks, guys, I'll try that out.
*Tries that out*
Now if I could only get the frame rate under control (and get this nasty freeze-up solved).