Search found 2755 matches

by slime
Mon May 27, 2019 10:22 pm
Forum: Support and Development
Topic: iPhone X Bezel
Replies: 2
Views: 1135

Re: iPhone X Bezel

There isn't a way to detect the safe area in released versions of LÖVE, but 11.3 (in development) adds a function for it: love.window.getSafeArea.
by slime
Sun May 19, 2019 3:35 am
Forum: Support and Development
Topic: Init.lua file in Android
Replies: 3
Views: 686

Re: Init.lua file in Android

init.lua shouldn't be capitalized. The windows filesystem isn't case sensitive so the problem can't be detected when your game is a plain folder there, but once it's been zipped into a .love (or if it's a plain folder on case-sensitive filesystems such as in Linux), then it matters.
by slime
Sat Apr 06, 2019 4:10 pm
Forum: General
Topic: 11.0 bugs
Replies: 47
Views: 38095

Re: 11.0 bugs

pgimeno wrote:
Fri Apr 05, 2019 10:44 am
Could we have the embedded boot.lua include the empty lines in the original source?
I've applied your change, thanks!
https://bitbucket.org/rude/love/commits ... ad4b938620
by slime
Tue Mar 26, 2019 1:02 am
Forum: General
Topic: Threads in graphics module
Replies: 3
Views: 1338

Re: Threads in graphics module

Nope. love.graphics only works with an active window (the window owns the graphics context, effectively) and it calls OpenGL functions on the main thread and there has to be an explicit function call to switch the context to a different thread (which would break the main thread if you tried it).
by slime
Mon Mar 25, 2019 11:53 pm
Forum: General
Topic: Threads in graphics module
Replies: 3
Views: 1338

Re: Threads in graphics module

If you use love.graphics functions, methods, and objects in other threads it will cause crashes in the best case, or a slow and hard-to-track eventual corruption of your game's memory in the worst case. On top of the typical synchronization problems, OpenGL is both completely full of state (so calli...
by slime
Tue Mar 05, 2019 10:30 pm
Forum: Support and Development
Topic: Shader texture function not found
Replies: 2
Views: 1591

Re: Shader texture function not found

The function is only available in GLSL 1.30 or newer (and love uses GLSL 1.20 by default) - you can opt into GLSL 3.30 by putting "#pragma language glsl3" at the very top of the shader (without quotes). However, if you just rename all the "texture" calls to "Texel" instead, it will work in all GLSL ...
by slime
Sat Feb 23, 2019 2:02 am
Forum: Support and Development
Topic: how does Enet handle large packets? i've read up on a vulnerability with it.
Replies: 2
Views: 2499

Re: how does Enet handle large packets? i've read up on a vulnerability with it.

Those CVEs say they only apply to enet versions from 2005 and earlier, whereas love uses a much more recent version.
by slime
Fri Feb 08, 2019 2:56 am
Forum: Support and Development
Topic: What happened to LOVE render?
Replies: 1
Views: 1780

Re: What happened to LOVE render?

There is a problem in LÖVE 11 affecting some (but not all) graphics drivers which causes increased pixel processing compared to previous versions of LÖVE. It will be fixed in 11.3 – you can get a pre-release build for Windows here: https://ci.appveyor.com/api/buildjobs/a6ytxtw5aec7c8ml/artifacts/bui...
by slime
Fri Feb 01, 2019 11:30 am
Forum: Support and Development
Topic: X Error of failed request: BadWindow (invalid Window parameter)
Replies: 5
Views: 1993

Re: X Error of failed request: BadWindow (invalid Window parameter)

Make sure the version of SDL2 on your system is as up to date as possible (2.0.9 is the latest version).
by slime
Tue Jan 29, 2019 12:39 am
Forum: General
Topic: Floating Point color
Replies: 15
Views: 3111

Re: Floating Point color

Is there an actual problem demonstrable with real Lua code here? Fixed-point colors have never had 50% of the color component's strength as a representable value, they've always mapped between [0, 1] and [0, maxinteger] such that fixed point 0 == floating point 0 and maxinteger == floating point 1, ...