General discussion about LÖVE, Lua, game development, puns, and unicorns.
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BarnD
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by BarnD » Thu Apr 28, 2011 10:25 am
BlackBulletIV wrote:EDIT: Oh wait! Of course nothing happens! You guys don't support framebuffers, and the code is set to do nothing. However it should give a "thanks" message... I'll have to fix that sometime soon.
lol, I thought you would of known that.. Cause I know I did.

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Adamantos
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by Adamantos » Thu Apr 28, 2011 10:35 am
Nice idea !
my specs are:
Fujitsu Laptop Esprimo Mobile
Intel Core2 Duo @ 2.53GHz
3GB Ram
Mobile Intel 4 Series Express GFx (onboard, shared memory)
Results from Test:
Framebuffers NonPO2, Images NonPO2
max Size 4096x4096 - 3x 2187x2187
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sharpobject
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by sharpobject » Thu Apr 28, 2011 10:37 am
The test for large framebuffers causes love 0.7.1 to crash under OSX 10.6.7.
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BlackBulletIV
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by BlackBulletIV » Thu Apr 28, 2011 10:47 am
Thanks guys.
sharpobject wrote:The test for large framebuffers causes love 0.7.1 to crash under OSX 10.6.7.
Argh. For now, just don't hit space. What are your results then?
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sharpobject
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by sharpobject » Thu Apr 28, 2011 10:58 am
Everything else works. Voted appropriately.
Machine: MacBookPro7,1 with OSX 10.6.7
CPU: Intel Core 2 Duo 2.4GHz
Memory: 4 GB DDR3
Graphics: NVIDIA GeForce 320M 256 MB
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Taehl
- Dreaming in associative arrays
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by Taehl » Thu Apr 28, 2011 11:58 am
Framebuffers, Non-Po2 framebuffers, Non-Po2 Images
Framebuffers up to the size of 16384 x 16384 (holy crap!)
Po3 framebuffers up to the size of 6561 x 6561
Machine: Windows 7 Pro x64
CPU: AMD Athlon 64 x2 6000+
Memory: 4 gigs DDR2
Graphics: Nvidia GTS 250 with 1 gig GDDR3
Earliest Love2D supporter who can't Love anymore. Let me disable pixel shaders if I don't use them, dammit!
Lenovo Thinkpad X60 Tablet, built like a tank. But not fancy enough for Love2D 0.10.0+.
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Lafolie
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by Lafolie » Thu Apr 28, 2011 12:30 pm
Taehl wrote:Framebuffers, Non-Po2 framebuffers, Non-Po2 Images
Framebuffers up to the size of 16384 x 16384 (holy crap!)
Po3 framebuffers up to the size of 6561 x 6561
It seems to me that RAM plays a large part in the framebuffers' maximum size. Not surprising, but goddamn, are you sure that's right?! Even with 1GB VRAM, that's huuuuuuuge.
Do you recognise when the world won't stop for you? Or when the days don't care what you've got to do? When the weight's too tough to lift up, what do you? Don't let them choose for you, that's on you.
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Taehl
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by Taehl » Thu Apr 28, 2011 12:52 pm
That's exactly what the test told me. Either the test has a bug, or else Nvidia pulled off something amazing with their 200 series (besides just being great cards in general).
EDIT) Huh... Doing the math gives something interesting:
16384 * 16384 (claimed framebuffer texture size) * 4 (4 bytes per pixel (BGRA)) = 1,073,741,824 bytes
1024 ^ 3 (a gigabyte) = 1,073,741,824 bytes
Earliest Love2D supporter who can't Love anymore. Let me disable pixel shaders if I don't use them, dammit!
Lenovo Thinkpad X60 Tablet, built like a tank. But not fancy enough for Love2D 0.10.0+.
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Lafolie
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by Lafolie » Thu Apr 28, 2011 2:05 pm
No way... as if it maxed out like that. Wow.
Do you recognise when the world won't stop for you? Or when the days don't care what you've got to do? When the weight's too tough to lift up, what do you? Don't let them choose for you, that's on you.
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kalle2990
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by kalle2990 » Thu Apr 28, 2011 5:16 pm
This is what I got with my Radeon HD 5870:
Result wrote:Framebuffers
Non-Po2 Framebuffers
Non-Po2 Images
Framebuffers up to the size 32768 x 32768
Power of 3 Framebuffers up to the size 19683 x 19683
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