Search found 2058 matches
- Sat Feb 22, 2020 3:30 pm
- Forum: General
- Topic: Blacklisted
- Replies: 7
- Views: 9558
Re: Blacklisted
If you're concerned with privacy you shouldn't be using FBI honeypot network. I assume you already disable scripts, cookies and storage, because otherwise you get tracked regardless; if your ISP doesn't provides you with a static IP that's the extent of precautions you should be using and an overlay...
- Sat Feb 22, 2020 3:01 pm
- Forum: Support and Development
- Topic: Love2D could not open font.ttf. Does not exist
- Replies: 6
- Views: 7541
Re: Love2D could not open font.ttf. Does not exist
Check the spelling because it looks for exact match.
- Sat Feb 22, 2020 2:40 am
- Forum: Support and Development
- Topic: Any way to get canvases to be more efficient?
- Replies: 38
- Views: 32916
Re: Any way to get canvases to be more efficient?
Autobatching is enabled by default since version 11 but it's 20 to 50 percent slower than manual batching (for whatever reason). If your manual batching wasn't faster then yes it's because you're using it wrong. The idea of a batch is that you insert as many sprites into it as possible to render in ...
- Sat Feb 22, 2020 2:31 am
- Forum: Support and Development
- Topic: [Proposal] Better multimedia formats.
- Replies: 36
- Views: 40851
Re: [Proposal] Better multimedia formats.
I think it's fallacious to think that, if a group of best available lawyers wrote a license in a way that it can be revoked, they didn't do this for the express purpose of having the ability to revoke the license. If the intention was to create a free format, there wouldn't be patents filed, which w...
- Sat Feb 22, 2020 2:21 am
- Forum: Support and Development
- Topic: Love2D could not open font.ttf. Does not exist
- Replies: 6
- Views: 7541
Re: Love2D could not open font.ttf. Does not exist
It has to be in the same folder as your main.lua file, because you didn't specify in which folder your font file is.
- Sat Feb 22, 2020 2:17 am
- Forum: Support and Development
- Topic: Any way to get canvases to be more efficient?
- Replies: 38
- Views: 32916
Re: Any way to get canvases to be more efficient?
Well your argument patently makes no sense so I'll just make a general advice. GPU draw calls are at a premium and everything that will touch a GPU counts as at least 1 draw call. Switching a texture, switching a shader, updating shader uniforms, uploading a texture, downloading a texture, switching...
- Fri Feb 21, 2020 7:41 am
- Forum: Support and Development
- Topic: Any way to get canvases to be more efficient?
- Replies: 38
- Views: 32916
Re: Any way to get canvases to be more efficient?
Are you already using sprite batching? If not, do. Shove your entire tilemap collection into a single texture atlas. This will avoid breaking the batch for no reason. If you have too many tiles to fit in one maximum size texture then split them into fewest amount of render grouped (tiles that are re...
- Fri Feb 21, 2020 7:32 am
- Forum: Support and Development
- Topic: [Proposal] Better multimedia formats.
- Replies: 36
- Views: 40851
Re: [Proposal] Better multimedia formats.
Adding virtually anything whatsoever can be argued to be beneficial. It doesn't mean that you should go ahead and add virtually everything. Every single thing you add increases program complexity and makes it more difficult to maintain - you should argue FOR inclusion of any specific feature, as str...
- Fri Feb 21, 2020 6:25 am
- Forum: Support and Development
- Topic: Any way to get canvases to be more efficient?
- Replies: 38
- Views: 32916
Re: Any way to get canvases to be more efficient?
I believe the source of your problem is trying to issue a billion GPU draw calls per second, canvases have nothing to do with it. By "rendering to image" do you mean fetching ImageData from canvas? That transfers the entire texture contents from GPU to RAM, it's not a fast operation.
- Fri Feb 21, 2020 6:11 am
- Forum: Support and Development
- Topic: [SOLVED]Change color of sprite with shader.
- Replies: 2
- Views: 4120
Re: Change color of sprite with shader.
You need to convert pixel color to HSV values. Then you modify these values as appropriate, such as by setting desired hue. Then you convert HSV back to RGB and that's your output pixel color.