Search found 27 matches

by logoliv
Sun Jan 22, 2017 7:51 pm
Forum: Support and Development
Topic: OpenGL bug or canvas format limitation ?
Replies: 8
Views: 6909

Re: OpenGL bug or canvas format limitation ?

For those interested in mathematics and who want to know more about sandpiles, here's a video on Numberphile that explains them :
https://www.youtube.com/watch?v=1MtEUErz7Gg
by logoliv
Sun Jan 22, 2017 6:57 pm
Forum: Support and Development
Topic: OpenGL bug or canvas format limitation ?
Replies: 8
Views: 6909

OpenGL bug or canvas format limitation ?

I develop shaders using Löve for many years, but it's the first time I really don't understand what happens, I really need help here... I just ported this shader (https://www.shadertoy.com/view/MtGXRK) to Löve and after some iterations I don't have the same result as the model anymore :death: I susp...
by logoliv
Sat Feb 15, 2014 10:26 pm
Forum: Support and Development
Topic: Shader output antialiasing
Replies: 11
Views: 6639

Re: Shader output antialiasing

Thanks for your explanation slime :) and your image is crystal clear : it helps to quickly see how MSAA works !
I now understand why only result of drawing operations (points, lines and polygons) are antialiased in Löve.
by logoliv
Sat Feb 15, 2014 11:51 am
Forum: Support and Development
Topic: Shader output antialiasing
Replies: 11
Views: 6639

Re: Shader output antialiasing

@Germanunkol : So I tried your Gaussian Blur with blurSize = 0.0005 but the result is not as good as another FXAA antialias I've found on the net. My actual image has some "hard edges" and they're difficult to smooth... By the way, does someone know the difference between t.window.fsaa in...
by logoliv
Fri Feb 14, 2014 3:41 pm
Forum: Support and Development
Topic: Shader output antialiasing
Replies: 11
Views: 6639

Re: Shader output antialiasing

Thanks Germanunkol, will try that :)
by logoliv
Thu Feb 13, 2014 11:26 am
Forum: Support and Development
Topic: Shader output antialiasing
Replies: 11
Views: 6639

Re: Shader output antialiasing

Thanks for answer. I'm searching more a "second pass" shader that can do antialiasing on the result of the first, so that I could reuse it in many situations, not only in this particular case... An alternative to your first solution would be to calculate the voronoi on a double size canvas...
by logoliv
Mon Feb 10, 2014 10:46 pm
Forum: Support and Development
Topic: Shader output antialiasing
Replies: 11
Views: 6639

Re: Shader output antialiasing

up ^

Has someone an answer please ?
I've tried to draw the shader to a canvas defined with fsaa = 4 and to define t.window.fsaa = 4 in conf.lua, without success...
by logoliv
Sat Feb 08, 2014 2:38 pm
Forum: Support and Development
Topic: Shader output antialiasing
Replies: 11
Views: 6639

Re: Shader output antialiasing

To be more precise, I want to make a game based on the Voronoï shader I found in the shaders thread. But my problem is the cells borders are aliased (because algorithm calculates distances strictly, without any smoothing step) and I would like to know is there is a mean to antialias the shader resul...
by logoliv
Sat Feb 08, 2014 1:46 am
Forum: Support and Development
Topic: Shader output antialiasing
Replies: 11
Views: 6639

Shader output antialiasing

Hi all,
Just a question : is it possible to antialias a shader result ?
I guess the answer will be "no" because of the way shaders work (pixel after pixel), but perhaps is there another way to do it (without supersampling).
by logoliv
Thu Feb 06, 2014 9:15 am
Forum: Support and Development
Topic: no more way to kill a thread since 0.9.0 ?
Replies: 2
Views: 1134

Re: no more way to kill a thread since 0.9.0 ?

I was thinking of creating another channel and use it for messages other than calculation too... but if I could find something more simple it would be nice.