Search found 131 matches
- Sat Apr 08, 2023 11:15 pm
- Forum: Support and Development
- Topic: Fast way to blur image
- Replies: 6
- Views: 2124
Re: Fast way to blur image
4) It's slow . In order to get a larger radius, I have to apply the shader to the canvas multiple times, and that really slows it down. The amount I have at the moment is alright, but it's too subtle for my liking. If you want a larger visual radius for the Gaussian blur effect, I can think of thre...
- Mon Apr 03, 2023 3:24 pm
- Forum: Support and Development
- Topic: Is there a way to run a loop in a second thread?
- Replies: 5
- Views: 1748
Re: Is there a way to run a loop in a second thread?
One day I tried to do my own particle system that way, with the threads. But no luck, because for me necessity to copy (push / supply or whatever) data from separate thread turned out to be a bottleneck. And there is not so much calculation for every particle every frame. Basically its just x = x + ...
- Fri Mar 31, 2023 5:06 pm
- Forum: Support and Development
- Topic: JIT seems to be changing my loop behaviour
- Replies: 10
- Views: 21024
- Fri Feb 10, 2023 11:02 am
- Forum: Support and Development
- Topic: Managing memory for a ton of pictures
- Replies: 31
- Views: 7567
Re: Managing memory for a ton of pictures
Some specific graphics drivers have an extension capability to query total VRAM estimates, but many don't. That would be a helpful feature, even though it gets nothing in half of the cases. Someone could write something like that: local vram = love.graphics.getStats().vramestimate or 1e9 (^-^)"...
- Thu Feb 09, 2023 3:24 pm
- Forum: Support and Development
- Topic: Managing memory for a ton of pictures
- Replies: 31
- Views: 7567
Re: Managing memory for a ton of pictures
@slime, thank you for the excurce in OpenGL memory management. It is quite informative! I didn't know that with OpenGL graphic driver can shift something from vram to main memory on its own. Wow! :crazy: About several programs running simultaneously on the same device: yes, it is a problem. But the ...
- Thu Feb 09, 2023 10:18 am
- Forum: Support and Development
- Topic: Managing memory for a ton of pictures
- Replies: 31
- Views: 7567
Re: Managing memory for a ton of pictures
The problem purely lies in that i do not know HOW MUCH i can preload. Ohhh.... I feel that pain :cry: I was struggling to solve that problem in 2019 https://love2d.org/forums/viewtopic.php?f=4&t=86986 Unfortunately you can't. ...aaand there was no solution except "use some predefined limit...
- Wed Feb 01, 2023 4:49 am
- Forum: Support and Development
- Topic: Rotate image on a quad
- Replies: 17
- Views: 5103
Re: Rotate image on a quad
What I was looking for before was to just fill the whole screen, what I'm trying to avoid is drawing outside the screen area, and not leaving any undrawn area, otherwise you get these corners. Quick note: from the performance point of view you don't have to worry about drawing outside the screen ar...
- Sat Jan 28, 2023 6:05 am
- Forum: Support and Development
- Topic: [Solved] How to make an interpolated Triangle w/ vertex & pixel shaders?
- Replies: 19
- Views: 3844
Re: How to make an interpolated Triangle w/ vertex & pixel shaders?
Good day! :3 Well... I took your shaders + your mesh format exactly how they were, symbol by symbol, plus made a simple example which draw only 2 triangles with them. And it works! (aside from VertexColor, but looks like it is just not used in your shaders) I animated light position, so it is moving...
- Fri Jan 13, 2023 6:16 pm
- Forum: Support and Development
- Topic: [Solved] Depth test understanding
- Replies: 2
- Views: 706
Re: Depth test understanding
4. & 6. Yes, now it works for me too... (-_-)" :ultrahappy: - After disabling the canvas and the shader, add love.graphics.setDepthMode("always", false) so that depth comparison is disabled when drawing the canvases to the screen. !! :o That I definitely missed. Thank you! Now I ...
- Fri Jan 13, 2023 4:01 pm
- Forum: Support and Development
- Topic: [Solved] Depth test understanding
- Replies: 2
- Views: 706
[Solved] Depth test understanding
Good day! :3 I am trying to implement strict sprite appear ordering while keep them draw-order independent with the help of depth test. I watched some examples here and there, and wrote a simple playground for that, looks like it works, but I did it for the first time, and I need a review, did I get...