Search found 206 matches

by pekka
Tue Sep 21, 2010 6:46 am
Forum: Support and Development
Topic: Love 0.7 docs WIP
Replies: 23
Views: 4726

Re: Love 0.7 docs WIP

So, most new stuff is in the Wiki already? Good job guys. Here's some info that I don't know where to put in the Wiki. There are two new callbacks. love.focus If you define love.focus(hasFocus) as a callback, it will be called every time the Löve window gains and loses the focus. The parameter it re...
by pekka
Tue Sep 21, 2010 6:38 am
Forum: Support and Development
Topic: gradients
Replies: 4
Views: 652

Re: gradients

You can use OpenGL facilities for gradients if you use an external OpenGL library. Such a library makes your game less portable and also, for some reason, bothers the holy heck out of some people here. So don't tell them if you use one for your own purposes. :) The proper thing to do would probably ...
by pekka
Mon Sep 20, 2010 8:58 am
Forum: Support and Development
Topic: Love 0.7 docs WIP
Replies: 23
Views: 4726

Re: Love 0.7 docs WIP

Apparently the function in the physics module to create a new world now takes an extra parameter now. How do we mark that so that the 0.6.2 form still stays up and remains clearly marked as the 0.6.2 way to do it? Maybe we can just add a synopsis entry with the heading saying it is new in 0.7 and la...
by pekka
Mon Sep 20, 2010 6:31 am
Forum: Support and Development
Topic: Love 0.7 docs WIP
Replies: 23
Views: 4726

Re: Love 0.7 docs WIP

EDIT: Re: Bartbes. Yes, thanks for the tip. I did want the output from the find as a separate file, though! (Now you'll have to post one with a tee in it, don't you? Go ahead :)) The headers in the scripts directory contain some Lua code, which is available in plain form from the Bitbucket repositor...
by pekka
Mon Sep 20, 2010 5:55 am
Forum: Support and Development
Topic: Love 0.7 docs WIP
Replies: 23
Views: 4726

Re: Love 0.7 docs WIP

The grep outputted this data. I apparently have to attach it, because it is still too big.

Now, I'll be posting updates on this thread about the doc stuff. Do NOT let this keep YOU from also working on the docs. Day and night. No sleep until it is done.
by pekka
Mon Sep 20, 2010 5:53 am
Forum: Support and Development
Topic: Love 0.7 docs WIP
Replies: 23
Views: 4726

Love 0.7 docs WIP

I'll probably get some work done on Löve 0.7 docs now and then. I will post updates to this thread. I don't think I will be putting anything in the official docs in the Wiki before 0.7 is out of beta. It's kind of impolite to crap over the docs when people still might use 0.6.2. Also, I like working...
by pekka
Mon Sep 20, 2010 5:36 am
Forum: Support and Development
Topic: Framebuffer error (problem with npot extents)
Replies: 7
Views: 1236

Re: Framebuffer error (problem with npot extents)

If anybody was wondering what npot2 stood for, I will tell you now that it is a common term of ballet aficionados. It stands for "nasty power of tutu." I removed the 2 from the title of this thread because ballet is scary and not a fitting topic in this fine forum. I will use npot fro m now on, and ...
by pekka
Sun Sep 19, 2010 1:52 pm
Forum: Support and Development
Topic: Framebuffer error (problem with npot extents)
Replies: 7
Views: 1236

Re: Framebuffer error (problem with npot2 extents)

Not so fast. Trying to create a npot2 framebuffer still failed on Windows, where I can happily use npot2 textures.

I dunno why...
by pekka
Sun Sep 19, 2010 1:23 pm
Forum: Support and Development
Topic: Framebuffer error (problem with npot extents)
Replies: 7
Views: 1236

Re: Framebuffer error

This works. Or at least it does not raise an error immediately. love.graphics.newFramebuffer(128,128) I think the issue is that my card does not support npot2 textures on Linux. Hence the attempt to create framebuffers of size 800 x 600 and 300 x 300, which I tried previously, failed. For maximum po...
by pekka
Sun Sep 19, 2010 12:46 pm
Forum: Support and Development
Topic: Framebuffer error (problem with npot extents)
Replies: 7
Views: 1236

Re: Framebuffer error

It does look like Mesa is reporting the support wrong, because any code I've tested fails to attach the texture or renderbuffer correctly. Do you have any source for the state of framebuffer support in Mesa?