Search found 2748 matches

by slime
Fri Feb 08, 2019 2:56 am
Forum: Support and Development
Topic: What happened to LOVE render?
Replies: 1
Views: 317

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: 456

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: 874

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, ...
by slime
Sun Jan 20, 2019 1:16 am
Forum: Support and Development
Topic: Switch Pro Controller support for PC
Replies: 4
Views: 822

Re: Switch Pro Controller support for PC

Specifically, the third-party libraries love uses on Windows are built using CMake when love is built, but SDL's new joystick code which includes better Switch Pro controller support doesn't get compiled in when you build SDL with CMake. I'll need to modify SDL's CMake generator file to fix it.
by slime
Thu Jan 17, 2019 9:51 pm
Forum: Support and Development
Topic: [SOLVED]canvases come up empty on windows
Replies: 5
Views: 1107

Re: canvases come up empty on windows

Wine probably isn't a good platform to test graphics on - emulation layers come with all sorts of their own graphics problems which don't exist on the real deal.
by slime
Sat Jan 12, 2019 4:34 pm
Forum: Support and Development
Topic: 0.9.2 to 11.2 love.graphics cannot function without a window
Replies: 8
Views: 617

Re: 0.9.2 to 11.2 love.graphics cannot function without a window

The window is automatically created by default in love 11. Your love.conf has the line "t.window = nil" in it, which stops that from happening. If you remove that line it should be automatically created. You can also call love.window.setMode to (re)create the window in main.lua (before calling any l...
by slime
Sat Jan 12, 2019 2:44 pm
Forum: Support and Development
Topic: 0.9.2 to 11.2 love.graphics cannot function without a window
Replies: 8
Views: 617

Re: 0.9.2 to 11.2 love.graphics cannot function without a window

It never worked to use love.graphics without a window, since the window has always created an OpenGL context (partly since an SDL OpenGL context requires a window to be created in the first place - because on various platforms an OpenGL context and a renderable backbuffer are tied together, and the ...
by slime
Thu Jan 10, 2019 9:55 pm
Forum: General
Topic: LÖVE 11.2 released!
Replies: 22
Views: 21555

Re: LÖVE 11.2 released!

Great. So I should just stick to 11.0 for now? (I don't have 11.1. Just 11.2 which ignores vsync no matter what value I use because of the bug) 11.0 has worked perfectly for me so far. If 11.1 still works, where can I find that? (I keep every Löve version I download for testing older projects when ...
by slime
Tue Jan 08, 2019 12:17 pm
Forum: Support and Development
Topic: easier way to ignore DPI on android?
Replies: 14
Views: 849

Re: easier way to ignore DPI on android?

Is there no way to implement (in future Löve version) an option to globally set a DPI scale? Not really for the backbuffer, since on some operating systems it's either off (and behaves as described above, with the OS doing scaling itself) or completely on, with it always using the size and units pr...
by slime
Tue Jan 08, 2019 3:50 am
Forum: Support and Development
Topic: easier way to ignore DPI on android?
Replies: 14
Views: 849

Re: easier way to ignore DPI on android?

my main issue is that DPI scaling is a confusing abstraction you can't disable on one platform for some reason (why is it just android, anyway?) SDL hasn't implemented DPI-scaling emulation on Android yet (whereas it has on iOS and macOS). When highdpi is disabled, the backbuffer itself (and all un...