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Re: LÖVE 11.0 released!

Posted: Thu Apr 12, 2018 3:00 pm
by Ref
In many respects, I would expect that the color clamping would be done on Love's end.
Don't see any down side and would remove one more gotcha.
Everything would then be internally consistent.
Sorry, got this backward.
Love is clamping so the problem is with what people are providing.

Re: LÖVE 11.0 released!

Posted: Sat Apr 14, 2018 10:08 pm
by megalukes
Amazing version, guys. Been updating my projects for a while now.

Anyway, I just found the setColor function change really annoying and unnecessary. 0 to 255 is much more commom in most image editors than 0 to 1. I know I can work around that with some math, but damn, really annoying indeed.

Re: LÖVE 11.0 released!

Posted: Sun Apr 15, 2018 6:58 pm
by MissDanish
megalukes wrote: Sat Apr 14, 2018 10:08 pm Amazing version, guys. Been updating my projects for a while now.

Anyway, I just found the setColor function change really annoying and unnecessary. 0 to 255 is much more commom in most image editors than 0 to 1. I know I can work around that with some math, but damn, really annoying indeed.
I agree, I hoped paint.NET had a plugin somewhere but I at least could not find a way for it to also display 0-1 values. I will live with it though

Re: LÖVE 11.0 released!

Posted: Tue Apr 17, 2018 9:25 am
by Pebsie
megalukes wrote: Sat Apr 14, 2018 10:08 pm Amazing version, guys. Been updating my projects for a while now.

Anyway, I just found the setColor function change really annoying and unnecessary. 0 to 255 is much more commom in most image editors than 0 to 1. I know I can work around that with some math, but damn, really annoying indeed.
My main project right now is 40k lines long. I can't wait to waste hours changing the entire project to something that isn't a standard. :crazy:

And, sorry to the devs for only complaining. This is genuinely a nice update. I'm just confused and angry about this small change.

Re: LÖVE 11.0 released!

Posted: Tue Apr 17, 2018 9:57 am
by Stifu
Pebsie wrote: Tue Apr 17, 2018 9:25 amMy main project right now is 40k lines long. I can't wait to waste hours changing the entire project to something that isn't a standard. :crazy:

And, sorry to the devs for only complaining. This is genuinely a nice update. I'm just confused and angry about this small change.
Instead of wasting hours updating, wouldn't you be happy just using pixelicidio's solution (or a variant of it)?

Re: LÖVE 11.0 released!

Posted: Tue Apr 17, 2018 10:31 am
by Pebsie
Stifu wrote: Tue Apr 17, 2018 9:57 am
Pebsie wrote: Tue Apr 17, 2018 9:25 amMy main project right now is 40k lines long. I can't wait to waste hours changing the entire project to something that isn't a standard. :crazy:

And, sorry to the devs for only complaining. This is genuinely a nice update. I'm just confused and angry about this small change.
Instead of wasting hours updating, wouldn't you be happy just using pixelicidio's solution (or a variant of it)?
Oh, how wonderful! :)

Re: LÖVE 11.0 released!

Posted: Tue Apr 17, 2018 10:56 am
by zorg
256 values is the de facto standard for 8bit (per cannel) graphics, 0-1 is the de facto standard for shaders and basically is what's called normalized in math, can't get more standard than that. Really, the only thing people should be irked about is that 0.5 isn't 128 because the maximum value is 255, hence 255/2 ~= 128.

Edit: also do check out this thread: viewtopic.php?f=4&t=85084

Re: LÖVE 11.0 released!

Posted: Tue Apr 17, 2018 12:09 pm
by Pebsie
zorg wrote: Tue Apr 17, 2018 10:56 am 256 values is the de facto standard for 8bit (per cannel) graphics, 0-1 is the de facto standard for shaders and basically is what's called normalized in math, can't get more standard than that. Really, the only thing people should be irked about is that 0.5 isn't 128 because the maximum value is 255, hence 255/2 ~= 128.

Edit: also do check out this thread: viewtopic.php?f=4&t=85084
Yeah, you're right, I was just frustrated and spouting nonsense.
Cheers for the response!

Re: LÖVE 11.0 released!

Posted: Tue Apr 17, 2018 12:47 pm
by Pebsie
I'm now having some troubles with framerate when using canvases.

My love.graphics.draw calls are slowing the game down from 400~ FPS on 0.10 to 7~ FPS on 0.11. I've done a couple tests and can't think of what is causing this. Commenting out the love.graphics.draw calls brings the FPS right back up, but obviously that's no good. I can't see anything in the change notes that might be causing this.