In case he has a ATI card, there's an issue with some of their drivers. There's a workaround for the next version of LÖVE. You can try this 0.8.0 build. It includes the fix.
https://bitbucket.org/Boolsheet/love_wi ... ou-ATI.zip
Search found 779 matches
- Sun Oct 27, 2013 10:30 pm
- Forum: General
- Topic: Sdl_app: love.exe crash
- Replies: 3
- Views: 2037
- Sun Oct 27, 2013 2:23 pm
- Forum: Support and Development
- Topic: SDL 2 Detection Trouble
- Replies: 4
- Views: 2833
Re: SDL 2 Detection Trouble
There should be a PhysicsFS (dev) package in their repository that has the headers and libraries. You sure you got it installed? Oh. It's not a question of getting it working, it's about getting hardware acceleration. You don't want to do software rendering on this little ARM (which is what it does ...
- Sun Oct 27, 2013 11:28 am
- Forum: Support and Development
- Topic: SDL 2 Detection Trouble
- Replies: 4
- Views: 2833
Re: SDL 2 Detection Trouble
Not that it matters much, but it can also do OpenGL ES 1. I think the rpi can still do software rendering with desktop GL, at least. That won't ever change. I'm sure the broadcom guy who could do it has other projects where he already went over the deadline. And I doubt the rest of the world has tim...
- Wed Oct 23, 2013 9:29 pm
- Forum: General
- Topic: The require() function.
- Replies: 8
- Views: 9972
Re: The require() function.
You should call your files cam.lua and conf.lua. The require function takes a module name and the LÖVE and Lua loaders try different things with this name until they find something. For example, they try to add .lua to the module name and look in various directories. Or they add .so or .dll and look...
- Tue Oct 22, 2013 9:29 pm
- Forum: Support and Development
- Topic: Removing bodies Box2D
- Replies: 1
- Views: 3020
Re: Removing bodies Box2D
If you call Body:destroy, then that body gets removed from the Box2D world and the LÖVE Body object is now useless to you. It throws an error to make it very obvious that you tried accessing this useless object. Instead of just adding the Box2D body to the BodyQueu table, consider adding the whole t...
- Tue Oct 22, 2013 7:49 am
- Forum: Support and Development
- Topic: Love.filesystem problems.
- Replies: 8
- Views: 6999
Re: Love.filesystem problems.
We don't know what you did, it's hard to tell what will happen. LÖVE relies on known functions to work with a certain behaviour and if you change it, it has a chance of breaking. We already had that with print. I recommend you make separate functions for the accesses outside of the game and save dir...
- Mon Oct 21, 2013 7:14 pm
- Forum: Support and Development
- Topic: ST2 Build System doesn't work
- Replies: 4
- Views: 2656
Re: ST2 Build System doesn't work
Can you check again if you copied the Build System config correctly?
Where does "depth" come from? Is that in the path to your game? What is the path to the game directory? (I'm guessing the path has characters or something in it that mess it up)
Where does "depth" come from? Is that in the path to your game? What is the path to the game directory? (I'm guessing the path has characters or something in it that mess it up)
- Sun Oct 20, 2013 5:03 pm
- Forum: Support and Development
- Topic: not working...
- Replies: 14
- Views: 9724
Re: not working...
Yes, the link I posted is the single difference that the binary in the love-0.8.0-win-x86-damn-you-ATI.zip archive has compared to the official 0.8.0 binaries.
Looks like I didn't understand your question. Can you rephrase "where did you find this update please"?
Looks like I didn't understand your question. Can you rephrase "where did you find this update please"?
- Sun Oct 20, 2013 4:19 pm
- Forum: Support and Development
- Topic: not working...
- Replies: 14
- Views: 9724
Re: not working...
Uhm. If you're asking what is different from 0.8.0, I just applied this changeset to vanilla 0.8.0. Everything else is the same.
https://bitbucket.org/rude/love/commits ... 670a232ae5
https://bitbucket.org/rude/love/commits ... 670a232ae5
- Wed Oct 16, 2013 6:53 pm
- Forum: Support and Development
- Topic: Writing binary to a socket..
- Replies: 11
- Views: 12455
Re: Writing binary to a socket..
There's no best way for that. Not sure if that's changing for 0.9.0. ImageData:getString gives you raw data and DevIL (the library that loads the images in LÖVE) doesn't understand if you just throw that at it. It's possible to slap a simple header in front of the data to make some image format out ...