Translate problem in love_opengl.cpp

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zehnan
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Location: Slovenia

Translate problem in love_opengl.cpp

Post by zehnan » Thu Jan 22, 2009 2:15 pm

Hi there,

I was trying to do rotations around origin in my scene graph with love.graphics.rotate and love.graphics.translate and figured out that doing two translates in a row make all draws with the current matrix disappear. I tracked down the problem to love_opengl.cpp:

Code: Select all

void translate(float x, float y)
{
	glTranslate(x, y, 1);
}
should be

Code: Select all

void translate(float x, float y)
{
	glTranslate(x, y, 0);
}
otherwise Z builds up and everything gets clipped away. Thanks for Löve! :) Best regards.

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rude
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Location: Oslo, Norway

Re: Translate problem in love_opengl.cpp

Post by rude » Thu Jan 22, 2009 4:13 pm

Thanks; fixed.

... but how did you know of that undocumented and ultra-secret function? :monocle:

zehnan
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Location: Slovenia

Re: Translate problem in love_opengl.cpp

Post by zehnan » Thu Jan 22, 2009 7:22 pm

It was written in the old manuscripts I found while excavating the bones...


Also in this forum. ;)

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rude
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Re: Translate problem in love_opengl.cpp

Post by rude » Thu Jan 22, 2009 7:26 pm

Of course. How could I forget the ancient manuscripts.

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rasjani
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Re: Translate problem in love_opengl.cpp

Post by rasjani » Fri Jan 30, 2009 9:46 am

Not a translate problem in the same file but another issue =)

love_opengl.cpp and there was another file also - has a type cast to ILvoid - this type is not available anymore in the latest version of DevIL ..

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