## TLfres - resolution freedom

Davidobot
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### Re: TLfres - resolution freedom

Can this be used with a camera lib? I tried it and it screwed up my entire game.
My projects: Raycaster, love.js v11.3 port
My library: LovelyMoon
Teraku
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### Re: TLfres - resolution freedom

Sorry for bumping this, but I'm having a bit of a problem. I originally programmed my game to work at a resolution of 1280x720, but I would like to be able to have the game play in 1024x768 instead. However, I just get a black screen when using this.

I don't really understand how you're supposed to use TLfres.setScreen() with arguments. Could anyone give me an example?
Taehl
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### Re: TLfres - resolution freedom

This library is very old and not compatible with modern versions of Love2D. I'm going to port it once I can figure out the correct aspect ratio math instead of my old kludge.
Earliest Love2D supporter who can't Love anymore. Let me disable pixel shaders if I don't use them, dammit!
Lenovo Thinkpad X60 Tablet, built like a tank. But not fancy enough for Love2D 0.10.0+.
knorke
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### Re: TLfres - resolution freedom

So I dug up an old löve project on an old harddisk. It was in 800x600 resolution and I had never bothered to deal with the boring maths of screen resolutions and ratios. I found https://love2d.org/wiki/TLfres , did as written in the instruction and it worked.
Thanks!

Small note:
TLfres does not set the BlendMode. My game was drawing over the letterboxes because the last used blendmode in love.draw() had been "add".
(If you draw a circle with centerpoint at x=0 then half the circle will be offscreen. Or in case of using TLfres: on top the letterbox)
Fix:

Code: Select all

love.graphics.setBlendMode("alpha")
TLfres.endRendering({0.1,0,0.1})

togFox
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### Re: TLfres - resolution freedom

I get a black screen but would love to see this working.

Edit: IDK why but it started working when I defined a letterbox colour (instead of relying on default). Makes no sense.

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