## push - a resolution-handling library

Ulydev
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### Re: push - a resolution-handling library

Added stretched and highdpi flags. Also fixed some issues with :toGame().

Ulydev
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### Re: push - a resolution-handling library

Custom canvases and shaders are here!

Code: Select all

push:setupCanvas({
{ name = "canvas1", shader = myShader },
{ name = "canvas2" }
})


dizzykiwi3
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### Re: push - a resolution-handling library

Hey, I'm having some issues using this library with HUMP's camera module. I'd love to be able to just add the push:start() and push:end() around my draw function, but it's not agreeing and scaling and translating well with anything that is within hump's camera. I don't know however if this is some unavoidable issues with using multiple pops and pushes, as I am a bit unfamiliar with how that works.

Ulydev
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### Re: push - a resolution-handling library

dizzykiwi3 wrote:
Thu Mar 30, 2017 4:59 am
Hey, I'm having some issues using this library with HUMP's camera module. I'd love to be able to just add the push:start() and push:end() around my draw function, but it's not agreeing and scaling and translating well with anything that is within hump's camera. I don't know however if this is some unavoidable issues with using multiple pops and pushes, as I am a bit unfamiliar with how that works.
That's weird, it works well with kikito's gamera. I just need to set the draw range using camera:setWindow(gameWidth, gameHeight) - maybe there is something similar with HUMP?

Sungray
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### Re: push - a resolution-handling library

dizzykiwi3 wrote:
Thu Mar 30, 2017 4:59 am
Hey, I'm having some issues using this library with HUMP's camera module. I'd love to be able to just add the push:start() and push:end() around my draw function, but it's not agreeing and scaling and translating well with anything that is within hump's camera. I don't know however if this is some unavoidable issues with using multiple pops and pushes, as I am a bit unfamiliar with how that works.
Hi there. Got this issue aswell. The black borders show up on the screen when I'm in wondowed mode. Switching windowed-fullscreen triggers the problem.

I'll try with Gamera to make it work.

Awesome job Ulydev, thanks ! Would love it if you took a look at Hump camera compatibility .

Sungray
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### Re: push - a resolution-handling library

Gamera works with Push.

Now implementing Lightworld. This is a nightmare. Did you try Push with Lightworld ?

myogaman
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### Re: push - a resolution-handling library

Sorry to resurrect an old thread but I was curious if there was a dynamic way to change the game resolution without reinitializing the window. This would make it easier to have different depths of field for cutscenes and special maps.

For example, one could make it so the city map is a big resolution and a single room is a smaller resolution. Or if a character dies and you want to place emphasis, you can zoom on their death animation.

Not sure if this library is meant for this kind of abuse so if anyone knows an alternative, I'd be very appreciative.

Ulydev
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### Re: push - a resolution-handling library

myogaman wrote:
Tue Sep 19, 2017 3:49 am
-snip-
I think you're looking for a camera library such as https://github.com/kikito/gamera. Or maybe I didn't understand your question at all. Either way just let me know

D0NM
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### Re: push - a resolution-handling library

Hi Ulydev.

today I tried to update your library and got the reported greenish effect .
The affected are "phosphorish.frag" shader and the windowed mode only.

Code: Select all

/*
Plain (and obviously inaccurate) phosphor.
Author: Themaister
*/
// modified by slime73 for use with love pixeleffects

extern vec2 textureSize;

vec3 to_focus(float pixel)
{
pixel = mod(pixel + 3.0, 3.0);
if (pixel >= 2.0) // Blue
return vec3(pixel - 2.0, 0.0, 3.0 - pixel);
else if (pixel >= 1.0) // Green
return vec3(0.0, 2.0 - pixel, pixel - 1.0);
else // Red
return vec3(1.0 - pixel, pixel, 0.0);
}

vec4 effect(vec4 vcolor, Image texture, vec2 texture_coords, vec2 pixel_coords)
{
float y = mod(texture_coords.y * textureSize.y, 1.0);
float intensity = exp(-0.2 * y);

vec2 one_x = vec2(1.0 / (3.0 * textureSize.x), 0.0);

vec3 color = Texel(texture, texture_coords - 0.0 * one_x).rgb;
vec3 color_prev = Texel(texture, texture_coords - 1.0 * one_x).rgb;
vec3 color_prev_prev = Texel(texture, texture_coords - 2.0 * one_x).rgb;

float pixel_x = 3.0 * texture_coords.x * textureSize.x;

vec3 focus = to_focus(pixel_x - 0.0);
vec3 focus_prev = to_focus(pixel_x - 1.0);
vec3 focus_prev_prev = to_focus(pixel_x - 2.0);

vec3 result =
0.8 * color * focus +
0.6 * color_prev * focus_prev +
0.3 * color_prev_prev * focus_prev_prev;

result = 2.3 * pow(result, vec3(1.4));

return vec4(intensity * result, 1.0);
}


And after many changes you haven't changed the library version number

I'm going to stick to this library some more time.
Btw, I use HUMP camera + push. Going to try the new STALKER-X camera. viewtopic.php?f=5&t=84591
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Ulydev
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### Re: push - a resolution-handling library

D0NM wrote:
Tue Feb 20, 2018 9:40 am
-snip-
Hi D0NM!
Thanks for the report :-)

May I look at the code where you use your shader? At first glance, if it works in fullscreen but not windowed mode it might be because of the TextureSize.

Also, I'm very bad at versioning, haha. But I'll remember to update the version number next time ;-)

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