Search found 2748 matches
- Tue Jan 08, 2019 1:26 am
- Forum: Support and Development
- Topic: easier way to ignore DPI on android?
- Replies: 14
- Views: 845
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...
- Mon Jan 07, 2019 1:02 am
- Forum: Support and Development
- Topic: easier way to ignore DPI on android?
- Replies: 14
- Views: 845
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.)
- Mon Jan 07, 2019 12:06 am
- Forum: Support and Development
- Topic: easier way to ignore DPI on android?
- Replies: 14
- Views: 845
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.
- Sun Jan 06, 2019 1:05 pm
- Forum: Support and Development
- Topic: std:bad_alloc
- Replies: 4
- Views: 293
Re: std:bad_alloc
std::bad_alloc is just a generic "out of memory" message – LÖVE's internal C++ code tries to allocate some memory but either the program has already run out of memory by that point, or you're making it allocate a massive amount of memory due to the arguments you pass in to the function that's output...
- Thu Jan 03, 2019 2:20 am
- Forum: Support and Development
- Topic: 11.1 app randomly crashes when looping an OGG file
- Replies: 20
- Views: 2630
Re: 11.1 app randomly crashes when looping an OGG file
Yes, thank you. :) After testing for a bit I believe this will be fixed in love 11.3 because it uses an updated version of OpenAL Soft. For anyone else reading, you can grab a WIP 32 bit build of love 11.3 for windows here: https://ci.appveyor.com/api/buildjobs/xs70l25lnyoiuqur/artifacts/build%2Flov...
- Tue Jan 01, 2019 11:55 pm
- Forum: Support and Development
- Topic: Get all keys of KeyConstant ?
- Replies: 13
- Views: 677
Re: Get all keys of KeyConstant ?
That approach will miss actions (presses and releases) which happen inside a single frame. It's not very common for that to happen when a game is running at 60hz constantly, but both frame drops and long frames due to loading etc. are a reality and then it becomes much more common (and your library ...
- Mon Dec 31, 2018 4:28 pm
- Forum: Support and Development
- Topic: Love as Lua module
- Replies: 8
- Views: 972
Re: Love as Lua module
You'll probably need to use LUA_CPATH rather than LUA_PATH, since it's a C module.
- Sun Dec 30, 2018 5:28 pm
- Forum: Support and Development
- Topic: 11.1 app randomly crashes when looping an OGG file
- Replies: 20
- Views: 2630
- Sat Dec 29, 2018 4:54 pm
- Forum: Support and Development
- Topic: 11.1 app randomly crashes when looping an OGG file
- Replies: 20
- Views: 2630
Re: 11.1 app randomly crashes when looping an OGG file
I haven't been able to reproduce any of these issues locally yet. Can someone upload a test .love, even if it only demonstrates one of the issues and it doesn't reliably do so? That'll help me figure out where the problem is, and whether the fact that I can't reproduce anything yet is because of the...
- Wed Dec 26, 2018 4:02 pm
- Forum: Support and Development
- Topic: Much slower fill rate in 11.x vs 10.2
- Replies: 10
- Views: 1460
Re: Much slower fill rate in 11.x vs 10.2
FYI the fill rate issue should be fixed by this change (coming in love 11.3): https://bitbucket.org/rude/love/commits ... caceaad5e8