Search found 2701 matches

by slime
Sat Apr 28, 2018 3:12 pm
Forum: General
Topic: 11.0 bugs
Replies: 42
Views: 2760

Re: 11.0 bugs

Automatically batched vertices are transformed on the CPU, so TransformMatrix doesn't include the current love.graphics transform in auto-batched draws.
by slime
Sun Apr 22, 2018 5:42 pm
Forum: Support and Development
Topic: Precision issue with lg.getColor()
Replies: 10
Views: 357

Re: Precision issue with lg.getColor()

Indeed, almost every love API that accepts a number stores the number in something less precise than a 64 bit float. That's a lot of APIs.
by slime
Thu Apr 19, 2018 1:27 am
Forum: Support and Development
Topic: Turn off automatic batching in version 11?
Replies: 4
Views: 434

Re: Turn off automatic batching in version 11?

I don't see what else changed that could be causing it, so it'd be nice to be able to check. The internals of love.graphics have been substantially rewritten since 0.10. It takes advantage of more OpenGL 3+ features when available than before, which runs more risk of encountering bugs inside graphi...
by slime
Wed Apr 18, 2018 3:22 pm
Forum: General
Topic: LÖVE 11 draw call batching documentation?
Replies: 5
Views: 498

Re: LÖVE 11 draw call batching documentation?

raidho36 wrote:
Wed Apr 18, 2018 6:09 am
With that in mind, I'm not even sure why it's there.
Mostly so people can (theoretically) still use raw OpenGL if they really really want to, and are really careful.
by slime
Tue Apr 17, 2018 9:33 pm
Forum: General
Topic: LÖVE 11 draw call batching documentation?
Replies: 5
Views: 498

Re: LÖVE 11 draw call batching documentation?

The love.graphics.flushBatch wiki page describes it.
by slime
Sun Apr 15, 2018 11:39 pm
Forum: Support and Development
Topic: Building Game in xCode 9.x
Replies: 5
Views: 245

Re: Building Game in xCode 9.x

Are you sure you downloaded the LÖVE 11.1 iOS source? It works for me, and has Metal.framework listed under the frameworks dropdown and set to weak-link: Screen Shot 2018-04-15 at 8.38.56 PM.png Also note that you'll need to change the code-signing and bundle identifier settings in the General tab o...
by slime
Sun Apr 15, 2018 7:48 pm
Forum: Support and Development
Topic: Building Game in xCode 9.x
Replies: 5
Views: 245

Re: Building Game in xCode 9.x

Your screenshot didn't get posted correctly, but if the errors are related to linking Metal functions, the iOS source code for LÖVE 11.1 – released today – resolved that (by weak-linking with Metal.framework).
by slime
Sun Apr 15, 2018 7:10 pm
Forum: General
Topic: LÖVE 11.1 released!
Replies: 24
Views: 4791

LÖVE 11.1 released!

Following on the heels of LÖVE 11.0 's release two weeks ago, version 11.1 is now out! 11.1 is a small – but important – bug fix release. It resolves a few issues introduced in 11.0 including love.graphics.setCanvas failing to work in many situations, stencils breaking on older phones, and t.console...
by slime
Tue Apr 10, 2018 12:01 am
Forum: General
Topic: 11.0 bugs
Replies: 42
Views: 2760

Re: 11.0 bugs

pgimeno wrote:
Mon Apr 09, 2018 11:18 pm
Thanks for the clarification. If PhysFS provides a method to check the destination of a symlink, I'd appreciate if a future version exposes it.
It doesn't (yet), unfortunately.
by slime
Mon Apr 09, 2018 11:06 pm
Forum: General
Topic: 11.0 bugs
Replies: 42
Views: 2760

Re: 11.0 bugs

The deprecated love.filesystem.isFile does not work the same in 0.10 and 11.0. In 0.10, if the filename corresponds to a symlink that points to a file, it returns true. In 11.0, it returns false. Furthermore. love.filesystem.getInfo doesn't provide the functionality to check whether a filename corr...