Search found 1033 matches

by rude
Fri Mar 19, 2010 5:47 pm
Forum: General
Topic: Asynchronous resource loading
Replies: 17
Views: 7219

Re: Asynchronous resource loading

Ok, then I'm misinformed. I've never actually tried it. :nyu:
by rude
Fri Mar 19, 2010 8:56 am
Forum: General
Topic: Asynchronous resource loading
Replies: 17
Views: 7219

Re: Asynchronous resource loading

Ah yes, love.thread ... not quite ready, but promising. I miss the asynchronous functionality too. The reason I wanted love.thread in the first place was specifically async resource loading (though it can obviously be used for much more). It is possible to load OpenGL textures to the GPU asynchronou...
by rude
Thu Mar 11, 2010 3:44 pm
Forum: Support and Development
Topic: Image looks blurry
Replies: 6
Views: 3302

Re: Image looks blurry

Draw the image in non-fractional coordinates. E.g. not at (51.2363, 256.89656), but round them to (51, 256).
by rude
Wed Mar 10, 2010 8:43 pm
Forum: Support and Development
Topic: Why is line mode antialised but fill isn't?
Replies: 3
Views: 2199

Re: Why is line mode antialised but fill isn't?

That's just how OpenGL works. If you want anti-aliased filled polys, you need to enable full-scene anti-aliasing when setting the display mode.

This will lower the performance of your game noticeably, so I personally like to keep it disabled if the graphics are mostly sprites.
by rude
Wed Mar 10, 2010 8:36 pm
Forum: Libraries and Tools
Topic: Catmull-Rom Spline Rendering Function (curves)
Replies: 10
Views: 6206

Re: Catmull-Rom Spline Rendering Function (curves)

Cool. How about making a splines library? I would be great to be able to move stuff along the curve with constant speed (relative to the screen).
by rude
Sun Mar 07, 2010 12:50 pm
Forum: General
Topic: LÖVE 0.6.2
Replies: 22
Views: 13368

Re: LÖVE 0.6.2

pekka: Done.
by rude
Sun Mar 07, 2010 12:31 pm
Forum: General
Topic: LÖVE 0.6.2
Replies: 22
Views: 13368

Re: LÖVE 0.6.2

smartazz: In LevelTileset.lua:166 Change: self.tileSetBatch:addq(self.tileQuads[self.map[y + math.floor(my)][x + math.floor(mx)]], x * self:getTileSize() / 2, y * self:getTileSize() / 2) To: self.tileSetBatch:addq(self.tileQuads[self.map[y + math.floor(my)][x + math.floor(mx)]], x * self:getTileSize...
by rude
Sun Mar 07, 2010 11:29 am
Forum: General
Topic: LÖVE 0.6.2
Replies: 22
Views: 13368

Re: LÖVE 0.6.2

smartazz: It's probably because of the fix for the (epic) double-transform bug, but if you PM me that file I can confirm it. :)
by rude
Sat Mar 06, 2010 10:54 am
Forum: General
Topic: LÖVE 0.6.2
Replies: 22
Views: 13368

LÖVE 0.6.2

LÖVE 0.6.2 is out! Only bugfixes this time. Changelog.
by rude
Thu Mar 04, 2010 2:06 pm
Forum: Support and Development
Topic: Help converting to 0.6.1: Silent crashes with no useful info
Replies: 20
Views: 4563

Re: Help converting to 0.6.1: Silent crashes with no useful info

Jasoco wrote:Sorry. My bad!
No, my bad. I filed a bug so I won't forget about it.