Search found 687 matches

by Ref
Wed Jun 13, 2018 2:09 pm
Forum: Support and Development
Topic: Using love.graphics.newImage() with png files in an external directory
Replies: 7
Views: 1875

Re: Using love.graphics.newImage() with png files in an external directory

Thanks grump.
Assume you mean:

Code: Select all

local data = imagedata:encode( "png" ):getString()
file:write( data )
by Ref
Tue Jun 12, 2018 11:53 pm
Forum: Support and Development
Topic: Using love.graphics.newImage() with png files in an external directory
Replies: 7
Views: 1875

Re: Using love.graphics.newImage() with png files in an external directory

Not if you want a jpg or png file.
You have to encode the data into the appropriate format.
There in lies the rub.
Love combines formatting and sending the image to the app folder - not to the directory of your choice.
by Ref
Tue Jun 12, 2018 8:07 pm
Forum: Support and Development
Topic: Using love.graphics.newImage() with png files in an external directory
Replies: 7
Views: 1875

Re: Using love.graphics.newImage() with png files in an external directory

That's the easy part!
How do I save the image to the original directory after modifying?
by Ref
Thu May 31, 2018 2:25 am
Forum: Support and Development
Topic: Anyone have a shader to put an outline around an image?
Replies: 13
Views: 3241

Re: Anyone have a shader to put an outline around an image?

Guess I'm not to fussy.
Only time I wanted to outline something I didn't need to much speed.
by Ref
Sun May 06, 2018 2:40 pm
Forum: Support and Development
Topic: Non-Image objects for GLSL shaders
Replies: 3
Views: 861

Re: Non-Image objects for GLSL shaders

Glad you've got it figured out.
I'm still struggling and hope you post what you come up with.
Best!
Edit: Second shader (primitives) a little more relevant.
by Ref
Wed Apr 18, 2018 7:43 pm
Forum: Support and Development
Topic: newArrayImage
Replies: 3
Views: 769

Re: newArrayImage

Interesting INFO! (It seems from the WIKI that you can use batches in a variety of different ways - using individual images or quads and a spritesheet. ) I have found (using WIKI example) that: sprites = { "sprite1.png", "sprite2.png" } image = love.graphics.newArrayImage( sprites ) batch = love.gra...
by Ref
Wed Apr 18, 2018 4:32 pm
Forum: Support and Development
Topic: newArrayImage
Replies: 3
Views: 769

newArrayImage

Just curious! What's the big deal? sprites = { "sprite1.png", "sprite2.png" } image = love.graphics.newArrayImage( sprites ) batch = love.graphics.newSpriteBatch( image ) batch:addLayer( #, x, y ) Isn't a batch just a limited canvas - the limitation is that all the sprites have to be the same size? ...
by Ref
Thu Apr 12, 2018 3:00 pm
Forum: General
Topic: LÖVE 11.0 released!
Replies: 98
Views: 33301

Re: LÖVE 11.0 released!

In many respects, I would expect that the color clamping would be done on Love's end.
Don't see any down side and would remove one more gotcha.
Everything would then be internally consistent.
Sorry, got this backward.
Love is clamping so the problem is with what people are providing.
by Ref
Mon Apr 09, 2018 5:59 pm
Forum: General
Topic: 11.0 bugs
Replies: 47
Views: 43732

Re: 11.0 bugs

Thanks pgimeno for the idea. This mess works! function colorMatch( c1, c2 ) return math.floor(255*c1[1]) == math.floor(255*c2[1]) and math.floor(255*c1[2]) == math.floor(255*c2[2]) and math.floor(255*c1[3]) == math.floor(255*c2[3]) end Always something unexpected. Couldn't be a simple change from 0-...
by Ref
Mon Apr 09, 2018 3:03 pm
Forum: General
Topic: 11.0 bugs
Replies: 47
Views: 43732

Re: 11.0 bugs

Doubt that this is a bug in Love 11 but would like an explanation as to what is going on. The attached script (used to floodfill concave polygons and polygons with holes) was converted from Love 10 (where it worked without any problems) to Love 11 by changing all colors from 0-255 to 0-1. Discovered...