Search found 1061 matches

by pgimeno
Sun May 20, 2018 8:22 pm
Forum: Support and Development
Topic: Ayuda,dibujar primitivas pegadas en un mapa,capa.
Replies: 4
Views: 85

Re: Ayuda,dibujar primitivas pegadas en un mapa,capa.

English version below. Si quieres dibujar sin borrar, dibuja sobre un canvas, y luego dibuja el canvas. Pero no estoy muy seguro de que eso sea lo que más conviene en la mayoría de casos. De todas formas, he aquí un ejemplo: local canvas function love.load() canvas = love.graphics.newCanvas() -- sam...
by pgimeno
Thu May 17, 2018 6:37 pm
Forum: General
Topic: Why faking 3D nowadays?
Replies: 40
Views: 5820

Re: Why faking 3D nowadays?

Sorry for the delay. Haven't been able to test this stuff earlier. I dont' know how to name the issue let alone properly report it. No worries. Thanks for the video. That looks to me like the projected floor is just off the screen. According to the video, only 8x6 tiles are visible, and this is wha...
by pgimeno
Thu May 17, 2018 6:04 pm
Forum: Support and Development
Topic: need help !
Replies: 11
Views: 285

Re: need help !

hi all I've been looking for a way to write (and test!) small programs (ala knight's tour) for android on the pc. it looks like love2d can really work for me. But how can you control the flow (speed) rate? I would like to show the individual jumps visually (step by step). can anybody help me please...
by pgimeno
Thu May 17, 2018 1:49 pm
Forum: Support and Development
Topic: black screen running .love file
Replies: 5
Views: 154

Re: black screen running .love file

PGUp wrote:
Thu May 17, 2018 1:26 pm
i deleted the 11.0 version already.
Well, in 0.10 I get a black screen. If I edit the setColor / setBackgroundColor calls to make them be in the 0-255 range, it works in 0.10 too.
by pgimeno
Thu May 17, 2018 12:33 pm
Forum: Support and Development
Topic: Why this error on love.event.quit() ?
Replies: 8
Views: 200

Re: Why this error on love.event.quit() ?

In most cases it will terminate immediately after you return.

I really prefer to see things finish gracefully.
by pgimeno
Thu May 17, 2018 12:21 pm
Forum: Support and Development
Topic: black screen running .love file
Replies: 5
Views: 154

Re: black screen running .love file

I saw a thread like this one a few days ago, which had a .love file, but when I tried to reply, it was gone. I tried the .love file in 0.10 and 11.0. It worked fine for me in 11.0, but in 0.10 I got the black screen. Maybe you have both versions installed, and it's calling the wrong one when you try...
by pgimeno
Thu May 17, 2018 12:02 pm
Forum: Libraries and Tools
Topic: a working setColor compatibilty multiplier
Replies: 4
Views: 198

Re: a working setColor compatibilty multiplier

This thread would be better suited for General, but I think I get the point of the OP. It has to do with FP precision. $ luajit LuaJIT 2.0.4 -- Copyright (C) 2005-2015 Mike Pall. http://luajit.org/ JIT: ON CMOV SSE2 SSE3 SSE4.1 fold cse dce fwd dse narrow loop abc sink fuse > CDIV = 1/255 > print(ma...
by pgimeno
Wed May 16, 2018 2:14 pm
Forum: Support and Development
Topic: [SOLVED] Shader + Warps UVs with normal map
Replies: 5
Views: 166

Re: Shader + Warps UVs with normal map

Maybe include a self-contained .love file? Edit: Never mind. I'm still scratching my head at why it worked at all in 0.8 through 0.10. It turns out that it depends on the tex0 extern to be set to the source texture. Adding this makes it work: shader:send('tex0', tex) Also, this part is only required...
by pgimeno
Tue May 15, 2018 5:11 pm
Forum: Support and Development
Topic: weird bug
Replies: 2
Views: 167

Re: weird bug

Table variables are references to objects. If you do a = {"x"} b = a b[1] = "y" print(a[1]) you get "y", because both a and b are references to the same object. If you do this: print(a, b) you will see the same reference twice (e.g. in my case, "table: 0x562a3e7e6cd0 table: 0x562a3e7e6cd0"), which r...
by pgimeno
Mon May 14, 2018 2:13 pm
Forum: Support and Development
Topic: Use Quad as Mesh Texture
Replies: 3
Views: 127

Re: Use Quad as Mesh Texture

Welcome to the forums.

You can change the UV of the vertices of the mesh by hand, using Mesh:setVertexAttribute, but that depends a bit on how you created the mesh vertices.

The default attributes are listed here: Mesh:getVertexFormat