Search found 2745 matches

by slime
Sun Jan 20, 2019 1:16 am
Forum: Support and Development
Topic: Switch Pro Controller support for PC
Replies: 4
Views: 105

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: canvases come up empty on windows
Replies: 3
Views: 241

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: 235

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: 235

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: 21
Views: 12527

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: 476

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: 476

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...
by slime
Tue Jan 08, 2019 1:26 am
Forum: Support and Development
Topic: easier way to ignore DPI on android?
Replies: 14
Views: 476

Re: easier way to ignore DPI on android?

To round to the correct pixel, avoiding rounding issues, rather than using fromPixels(round(toPixels(value))) every time. I can see some potential use cases for pixel snapping, but also some use cases that are better solved different ways (for example extruding / padding sprite sheets.) What do you...
by slime
Mon Jan 07, 2019 1:02 am
Forum: Support and Development
Topic: easier way to ignore DPI on android?
Replies: 14
Views: 476

Re: easier way to ignore DPI on android?

In what situations - aside from sending coordinates to shaders that use the pixel coordinate argument and operating on imagedata - do you need to operate on pixels instead of DPI-scaled units? (the PixelDimensions set of functions/methods are handy for those cases.)
by slime
Mon Jan 07, 2019 12:06 am
Forum: Support and Development
Topic: easier way to ignore DPI on android?
Replies: 14
Views: 476

Re: easier way to ignore DPI on android?

It's not arbitrary, your OS and device manufacturer chose it for all apps and they expect your app to respect it as well. It also allows your app to look consistent across different devices with different DPI scale factors.