Search found 141 matches
- Fri May 26, 2017 10:39 am
- Forum: General
- Topic: Texturing Meshes at an Angle
- Replies: 17
- Views: 16331
Re: Texturing Meshes at an Angle
The problem is it's still not perspective. Note that the squares at the "far" top end are still the same height as the ones at the "close" bottom end. I did the non perspective on purpose because it is more difficult and was the one i wanted. Perspective quad would be easier. Th...
- Thu May 25, 2017 12:34 pm
- Forum: General
- Topic: Texturing Meshes at an Angle
- Replies: 17
- Views: 16331
Re: Texturing Meshes at an Angle
Press ↑,↑,→ to go to the actual experiment.
Next i will try to do the same with Quadrilateral but it will be hard math.
Next i will try to do the same with Quadrilateral but it will be hard math.
- Wed May 24, 2017 11:29 am
- Forum: General
- Topic: Hello World Problem
- Replies: 6
- Views: 4755
Re: Hello World Problem
When in the same directory as main.lua simply call
Code: Select all
love .
- Tue May 23, 2017 6:30 pm
- Forum: General
- Topic: Texturing Meshes at an Angle
- Replies: 17
- Views: 16331
Re: Texturing Meshes at an Angle
Finally i found an solution to render trapezoid Bildschirmfoto von »2017-05-23 20-26-04«.png i used following data: (x,y)(s,t,p) ((-1,-1),(0,0,1)), ((-.1,+1),(0,1,.1)), ((+1,-1),(1,0,1)), ((+.1,+1),(.1,1,.1)), Then in the fragment shader i divide s by p
- Tue May 23, 2017 3:48 pm
- Forum: Games and Creations
- Topic: Breaking Fast on Steam!
- Replies: 14
- Views: 17168
Re: Breaking Fast on Steam!
Looks interesting. Is there an steam-free download somewhere?
- Mon May 22, 2017 9:31 am
- Forum: Support and Development
- Topic: RPC Library? help-me
- Replies: 12
- Views: 14840
Re: RPC Library? help-me
Remember he is doing this for exercise in college. So in RMI you can do somethign like: Client1: server.registerMessageListener(messageListener) Client2: for ml in server.getAllMessageListener() do ml.send("blabla") end And then the message is sent directly to Client1 and never over the se...
- Sun May 21, 2017 3:37 pm
- Forum: Support and Development
- Topic: How to get the dimensions of an Image passed to a shader?
- Replies: 2
- Views: 2284
Re: How to get the dimensions of an Image passed to a shader?
love2d uses GLSL 1.20, but textureSize is only available at version 1.30 and above.
Also texelFetch is only available in version 1.30.
Also texelFetch is only available in version 1.30.
- Wed May 17, 2017 4:27 pm
- Forum: General
- Topic: [Solved]Help With Player Movement
- Replies: 14
- Views: 13308
Re: Help With Player Movement
Um, no? It leads to higher value because the movement function is defined not to stop unless position value is at least X, and X is updated in discrete but finite and randomized steps, so either your dt's will land you at exactly right coordinate, which is extremely unlikely, or the function will i...
- Wed May 17, 2017 1:01 pm
- Forum: General
- Topic: [Solved]Help With Player Movement
- Replies: 14
- Views: 13308
Re: Help With Player Movement
No, airstruck is right, it doesn't matter because you use dt to advance the position, and it's extremely unlikely that whatever dt's you were given would land you at exactly needed destination. Nothing to do with discontinuity, which doesn't even apply since you don't compute integral over accelera...
- Wed May 17, 2017 9:54 am
- Forum: General
- Topic: [Solved]Help With Player Movement
- Replies: 14
- Views: 13308
Re: Help With Player Movement
There's nothing wrong with integration. The problem is that x will always overshoot y unless at the final step, vel*dt is exactly y-x, which would be extremely coincidental. Exactly what i said with the Integral is wrong. The position function is desired as following x rises at constant rate over t...