Search found 248 matches

by arampl
Sun Oct 18, 2015 5:49 am
Forum: General
Topic: love.graphics.setStencil not applying over canvases?
Replies: 6
Views: 833

Re: love.graphics.setStencil not applying over canvases?

What .love you are referring to: MV Platformer or BWE? In both cases setShape function is never called. Tried MV Platformer with LÖVE 0.10.0 (adapted several functions including stencil related) and it works (all is clipped to rectangular region in the top left corner). If this is not what is needed...
by arampl
Fri Oct 16, 2015 1:03 am
Forum: Support and Development
Topic: Image Filter artefacts when zoomed
Replies: 19
Views: 4182

Re: Image Filter artefacts when zoomed

Good then! Tomorrow I'll try to make test suite for this problem.
I'm especially interested in creating custom mipmaps for atlases (on the fly, of course, using scaling).
by arampl
Thu Oct 15, 2015 11:58 pm
Forum: Support and Development
Topic: Image Filter artefacts when zoomed
Replies: 19
Views: 4182

Re: Image Filter artefacts when zoomed

Images don't use mipmaps in LÖVE though, unless you explicitly enable them. Hm, thought SDL generates them automatically anyways. Scaled image's quality is good enough in LÖVE which I'm not sure is possible without mipmaps. And I have problems with texture atlas with borders' padding when scaling. ...
by arampl
Thu Oct 15, 2015 11:28 pm
Forum: Support and Development
Topic: Image Filter artefacts when zoomed
Replies: 19
Views: 4182

Re: Image Filter artefacts when zoomed

Modern GPUs have another technique that can get around the problems inherent to texture atlases: Array Textures . However Array Textures require a modern GPU as well as custom shader code in order to use, so it might be challenging to integrate them into LÖVE in a clean and nice manner. Also, all a...
by arampl
Tue Oct 13, 2015 1:18 am
Forum: Support and Development
Topic: Spritebatch draw range?
Replies: 7
Views: 1701

Re: Spritebatch draw range?

Such a leap of performance is suspicious. Could you provide .love?

EDIT: I can hardly believe that spritebatch drawing alone can cause this. Maybe you have some active shader which slows all down.
by arampl
Tue Oct 13, 2015 1:07 am
Forum: General
Topic: To canvas then to screen, why change?. See #5.
Replies: 4
Views: 1137

Re: What the shader is like when it does nothing?

You can bake any effects to canvas, then draw this canvas like simple image.
by arampl
Sun Sep 13, 2015 6:27 pm
Forum: Support and Development
Topic: The Tile System does not work
Replies: 19
Views: 2193

Re: The Tile System does not work

I found that your map height is 52 tiles , but you try to index 53rd (y + mapY).
If you change your loop to for example: "for y = 1, #map - 1 do" then it will work as in first uploaded file.
But you say you can't run it too... Strange...
by arampl
Sun Sep 13, 2015 6:12 pm
Forum: Support and Development
Topic: The Tile System does not work
Replies: 19
Views: 2193

Re: The Tile System does not work

Leap of Time wrote:I couldn´t use any of them...?!?
Sorry, I meant the first one uploaded.
by arampl
Sun Sep 13, 2015 6:05 pm
Forum: Support and Development
Topic: The Tile System does not work
Replies: 19
Views: 2193

Re: The Tile System does not work

You already changed something. Previous .love was useable (without prints).
by arampl
Sun Sep 13, 2015 5:31 pm
Forum: Support and Development
Topic: The Tile System does not work
Replies: 19
Views: 2193

Re: HELP ME

Leap of Time wrote:and the prints do nothing. (I think its because they are made for a console, and I don´t know how to open a .love with a console (I am using Windows!).
Use conf.lua for that. Set t.console = true. See here: Config Files