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
Search found 27 matches
- Sun Jan 22, 2017 7:51 pm
- Forum: Support and Development
- Topic: OpenGL bug or canvas format limitation ?
- Replies: 8
- Views: 6909
- 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...
- 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.
I now understand why only result of drawing operations (points, lines and polygons) are antialiased in Löve.
- 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...
- 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
- 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...
- 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...
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...
- 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...
- 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).
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).
- 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.