Search found 134 matches
- Sun Apr 08, 2018 12:53 am
- Forum: Support and Development
- Topic: Help with light effects
- Replies: 9
- Views: 6187
Re: Help with light effects
I mocked up a test lighting setup that I use in my own game, this is a really really really noddy example that creates lights as a set of pre-baked gradient ellipises into a canvas. You could try to edit this and use any 'light' image you like or indeed use a custom built gradient function to draw a...
Re: 11.0 bugs
Ah could be, I'll check it out thank you.slime wrote: ↑Sat Apr 07, 2018 1:52 am This canvas issue seems the likely cause: viewtopic.php?f=3&t=85051&start=20#p219603
EDIT:
I've found my way to the new build and can confirm everything works with the fix, cheers slime.
Re: 11.0 bugs
Have spritebatches changed in any dramatic way? I have an sb that has approx 700 images in a texture atlas, set up with quads. During a map load the Sb is told to load up about 9k draws (sometimes 20k for a big map), which I then render into a canvas that is used as the floor of the game space. In 1...
- Wed Apr 04, 2018 9:32 pm
- Forum: General
- Topic: LÖVE 11.0 released!
- Replies: 98
- Views: 110080
Re: LÖVE 11.0 released!
Sorry mis-post here.
- Wed Apr 04, 2018 7:56 pm
- Forum: General
- Topic: LÖVE 11.0 released!
- Replies: 98
- Views: 110080
Re: LÖVE 11.0 released!
Is good to know Love2D have a new release to keep the project up to date. But this was a big-breaking-code change: Changed colour values to be in the range 0-1, rather than 0-255 Saludos! You're right... I produced hundred of tutorials videos for Love and now I need to check which one is using colo...
- Wed Mar 28, 2018 4:12 am
- Forum: Support and Development
- Topic: Why is my box2d body lopsided?
- Replies: 7
- Views: 5024
Re: Why is my box2d body lopsided?
I tried your code and can confirm that thrust forward veers the ship port-side. I can confirm removing the joints removes the problem. I removed the left weapon only and the ship now veers starboard. Something is wrong deeper inside man, I made the guns shorter and moved them out of the main body: s...
- Mon Mar 19, 2018 4:06 pm
- Forum: Support and Development
- Topic: Bug in pixel shader [Solved]
- Replies: 7
- Views: 3350
Re: Bug in pixel shader
Ok I whipped up a test program that has all the cases mentioned so far in this thread, WASD moves the render boxes about. Here is a sample output: Image2.png Case 1 is the obvious shape problem, so we expect nothing to come out. Case 2 and 3 work as intended. Case 4 was my problem last night, drawin...
- Mon Mar 19, 2018 12:30 pm
- Forum: Support and Development
- Topic: Bug in pixel shader [Solved]
- Replies: 7
- Views: 3350
Re: Bug in pixel shader
Might be tricky, the game is now over 100 thousand lines. Anyway, I'm using images in a spritebatch. So it seems that this is causing the same issue as drawing with a shape? The spritebatch must be setting it's own width and height to normalise the co-ords of a texture? If that's the case then I sho...
- Sun Mar 18, 2018 11:07 pm
- Forum: Support and Development
- Topic: Bug in pixel shader [Solved]
- Replies: 7
- Views: 3350
Re: Bug in pixel shader
That seems to work, how weird.
In my proper version I use an image but have the same problem.
I wonder If there is some sort of shader caching or something causing me problems?
In my proper version I use an image but have the same problem.
I wonder If there is some sort of shader caching or something causing me problems?
- Sun Mar 18, 2018 10:26 pm
- Forum: Support and Development
- Topic: Bug in pixel shader [Solved]
- Replies: 7
- Views: 3350
Bug in pixel shader [Solved]
Hey folks, this should be easy but I'm getting strange results (0.10.2): I want to replace the pixels inside an image (or plain box) with those from an extern image passed to a shader: extern Image mask; vec4 effect(vec4 color, Image tex, vec2 tc, vec2 sc) { // tc = sc / love_ScreenSize.xy; vec4 pix...