Search found 248 matches
- Sun Oct 18, 2015 5:49 am
- Forum: General
- Topic: love.graphics.setStencil not applying over canvases?
- Replies: 6
- Views: 2078
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...
- Fri Oct 16, 2015 1:03 am
- Forum: Support and Development
- Topic: Image Filter artefacts when zoomed
- Replies: 19
- Views: 8578
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).
I'm especially interested in creating custom mipmaps for atlases (on the fly, of course, using scaling).
- Thu Oct 15, 2015 11:58 pm
- Forum: Support and Development
- Topic: Image Filter artefacts when zoomed
- Replies: 19
- Views: 8578
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. ...
- Thu Oct 15, 2015 11:28 pm
- Forum: Support and Development
- Topic: Image Filter artefacts when zoomed
- Replies: 19
- Views: 8578
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...
- Tue Oct 13, 2015 1:18 am
- Forum: Support and Development
- Topic: Spritebatch draw range?
- Replies: 7
- Views: 4114
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.
EDIT: I can hardly believe that spritebatch drawing alone can cause this. Maybe you have some active shader which slows all down.
- Tue Oct 13, 2015 1:07 am
- Forum: General
- Topic: To canvas then to screen, why change?. See #5.
- Replies: 4
- Views: 3275
Re: What the shader is like when it does nothing?
You can bake any effects to canvas, then draw this canvas like simple image.
- Sun Sep 13, 2015 6:27 pm
- Forum: Support and Development
- Topic: The Tile System does not work
- Replies: 19
- Views: 7589
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...
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...
- Sun Sep 13, 2015 6:12 pm
- Forum: Support and Development
- Topic: The Tile System does not work
- Replies: 19
- Views: 7589
Re: The Tile System does not work
Sorry, I meant the first one uploaded.Leap of Time wrote:I couldn´t use any of them...?!?
- Sun Sep 13, 2015 6:05 pm
- Forum: Support and Development
- Topic: The Tile System does not work
- Replies: 19
- Views: 7589
Re: The Tile System does not work
You already changed something. Previous .love was useable (without prints).
- Sun Sep 13, 2015 5:31 pm
- Forum: Support and Development
- Topic: The Tile System does not work
- Replies: 19
- Views: 7589
Re: HELP ME
Use conf.lua for that. Set t.console = true. See here: Config FilesLeap 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!).