Search found 3572 matches
- Sat May 18, 2024 6:12 pm
- Forum: Support and Development
- Topic: push.lua and love.graphics.newQuad problem
- Replies: 4
- Views: 233
Re: push.lua and love.graphics.newQuad problem
The images with push use a linear filter, while the images without push use a nearest filter. With the nearest filter the adjacent tiles can bleed into the current tile. Changing to linear should solve it, if that's acceptable for your project. Otherwise, you'll need to fix your tileset by separati...
- Sat May 18, 2024 6:26 am
- Forum: General
- Topic: Polygon is too bitmap.
- Replies: 8
- Views: 400
Re: Polygon is too bitmap.
Have you tried what mön said? Filled polygons and circles are made of OpenGL triangles, which are usually rendered by default without antialiasing. setFilter won't help in this case though.
- Fri May 17, 2024 4:15 pm
- Forum: Support and Development
- Topic: push.lua and love.graphics.newQuad problem
- Replies: 4
- Views: 233
Re: push.lua and love.graphics.newQuad problem
The images with push use a linear filter, while the images without push use a nearest filter. With the nearest filter the adjacent tiles can bleed into the current tile. Changing to linear should solve it, if that's acceptable for your project. Otherwise, you'll need to fix your tileset by separatin...
- Fri May 17, 2024 11:35 am
- Forum: Support and Development
- Topic: Garbage Collector and FFI
- Replies: 17
- Views: 683
Re: Garbage Collector and FFI
This is a modified version of your code that does crash for me (for good reasons), using the image from the .love I posted above: local ffi = require('ffi') local texBuffer local terrainBuffer local backgroundBuffer do local imagedata=love.image.newImageData(640,360, "rgba8") local image =...
- Fri May 17, 2024 10:17 am
- Forum: Support and Development
- Topic: Garbage Collector and FFI
- Replies: 17
- Views: 683
Re: Garbage Collector and FFI
Come on, that's not the entire code. That's true, but i simply can't post my entire game. No one is asking you to do that. What we're asking for is a self-contained test program that can reproduce the problem. I've modified your code by adding this at the beginning of your code: local ffi = require...
- Sun May 12, 2024 12:05 am
- Forum: General
- Topic: [Help] Techniques for scaling
- Replies: 24
- Views: 1149
Re: [Help] Techniques for scaling
Interesting, so I should also deal with the rounding and animation problems. Conceptually, do you know what could be the underlying cause of the rounding and animation issues? I don't know the cause of the animation issues because I haven't looked into how you animate; I just saw the animation to c...
- Sat May 11, 2024 8:45 am
- Forum: Support and Development
- Topic: [Solved] Rectangle collision resolution only works on one axis
- Replies: 3
- Views: 311
Re: Rectangle collision resolution only works on one axis
Once the shapes are interpenetrating, both wasHorizontalAligned and wasVerticalAligned are going to be true, because they only check for interpenetration in one axis, and the shapes are known to be interpenetrating anyway, and the interpenetration affects both axes, so both checks will be true. This...
- Sat May 11, 2024 7:51 am
- Forum: Support and Development
- Topic: Garbage Collector and FFI
- Replies: 17
- Views: 683
Re: Garbage Collector and FFI
You haven't provided a runnable version that can be used to debug. I've made your code runnable by applying this patch: --- ffiorig.lua 2024-05-11 09:47:53.683996392 +0200 +++ ffimod.lua 2024-05-11 09:49:00.158667324 +0200 @@ -1,7 +1,23 @@ -local vec3 = require("math/vec3") -local mat4 = r...
- Sat May 11, 2024 6:56 am
- Forum: General
- Topic: [Help] Techniques for scaling
- Replies: 24
- Views: 1149
- Fri May 10, 2024 8:12 am
- Forum: General
- Topic: [Help] Techniques for scaling
- Replies: 24
- Views: 1149
Re: [Help] Techniques for scaling
The idea is to round to screen pixels. It works for me, besides the obvious problems inherent to not using an integer scale, which cause image deformation.