Search found 134 matches

by drunken_munki
Sun Apr 08, 2018 12:53 am
Forum: Support and Development
Topic: Help with light effects
Replies: 9
Views: 1828

Re: Help with light effects

I mocked up a test lighting setup that I use in my own game, this is a really really really noddy example that creates lights as a set of pre-baked gradient ellipises into a canvas. You could try to edit this and use any 'light' image you like or indeed use a custom built gradient function to draw a...
by drunken_munki
Sat Apr 07, 2018 2:16 am
Forum: General
Topic: 11.0 bugs
Replies: 47
Views: 42977

Re: 11.0 bugs

slime wrote:
Sat Apr 07, 2018 1:52 am
This canvas issue seems the likely cause: viewtopic.php?f=3&t=85051&start=20#p219603
Ah could be, I'll check it out thank you.

EDIT:

I've found my way to the new build and can confirm everything works with the fix, cheers slime.
by drunken_munki
Sat Apr 07, 2018 1:46 am
Forum: General
Topic: 11.0 bugs
Replies: 47
Views: 42977

Re: 11.0 bugs

Have spritebatches changed in any dramatic way? I have an sb that has approx 700 images in a texture atlas, set up with quads. During a map load the Sb is told to load up about 9k draws (sometimes 20k for a big map), which I then render into a canvas that is used as the floor of the game space. In 1...
by drunken_munki
Wed Apr 04, 2018 9:32 pm
Forum: General
Topic: LÖVE 11.0 released!
Replies: 98
Views: 32125

Re: LÖVE 11.0 released!

Sorry mis-post here.
by drunken_munki
Wed Apr 04, 2018 7:56 pm
Forum: General
Topic: LÖVE 11.0 released!
Replies: 98
Views: 32125

Re: LÖVE 11.0 released!

Is good to know Love2D have a new release to keep the project up to date. But this was a big-breaking-code change: Changed colour values to be in the range 0-1, rather than 0-255 Saludos! You're right... I produced hundred of tutorials videos for Love and now I need to check which one is using colo...
by drunken_munki
Wed Mar 28, 2018 4:12 am
Forum: Support and Development
Topic: Why is my box2d body lopsided?
Replies: 7
Views: 1292

Re: Why is my box2d body lopsided?

I tried your code and can confirm that thrust forward veers the ship port-side. I can confirm removing the joints removes the problem. I removed the left weapon only and the ship now veers starboard. Something is wrong deeper inside man, I made the guns shorter and moved them out of the main body: s...
by drunken_munki
Mon Mar 19, 2018 4:06 pm
Forum: Support and Development
Topic: Bug in pixel shader [Solved]
Replies: 7
Views: 1094

Re: Bug in pixel shader

Ok I whipped up a test program that has all the cases mentioned so far in this thread, WASD moves the render boxes about. Here is a sample output: Image2.png Case 1 is the obvious shape problem, so we expect nothing to come out. Case 2 and 3 work as intended. Case 4 was my problem last night, drawin...
by drunken_munki
Mon Mar 19, 2018 12:30 pm
Forum: Support and Development
Topic: Bug in pixel shader [Solved]
Replies: 7
Views: 1094

Re: Bug in pixel shader

Might be tricky, the game is now over 100 thousand lines. Anyway, I'm using images in a spritebatch. So it seems that this is causing the same issue as drawing with a shape? The spritebatch must be setting it's own width and height to normalise the co-ords of a texture? If that's the case then I sho...
by drunken_munki
Sun Mar 18, 2018 11:07 pm
Forum: Support and Development
Topic: Bug in pixel shader [Solved]
Replies: 7
Views: 1094

Re: Bug in pixel shader

That seems to work, how weird.

In my proper version I use an image but have the same problem.

I wonder If there is some sort of shader caching or something causing me problems?
by drunken_munki
Sun Mar 18, 2018 10:26 pm
Forum: Support and Development
Topic: Bug in pixel shader [Solved]
Replies: 7
Views: 1094

Bug in pixel shader [Solved]

Hey folks, this should be easy but I'm getting strange results (0.10.2): I want to replace the pixels inside an image (or plain box) with those from an extern image passed to a shader: extern Image mask; vec4 effect(vec4 color, Image tex, vec2 tc, vec2 sc) { // tc = sc / love_ScreenSize.xy; vec4 pix...