Search found 137 matches
- Mon Dec 21, 2020 9:56 pm
- Forum: Libraries and Tools
- Topic: Textured Polygons for All!
- Replies: 144
- Views: 104389
Re: Textured Polygons for All!
Super cool, Xii! Do you plan on realising your code as a library? Sure, sharing is caring. I'll do a proper release on the forum when my game's more fleshed out. I've included my progress so far, below. Just added (quad wide) lighting. :awesome: local texw,texh = 0,0 --temp tuples to avoid continou...
- Sun Dec 20, 2020 12:34 am
- Forum: Libraries and Tools
- Topic: Textured Polygons for All!
- Replies: 144
- Views: 104389
Re: Textured Polygons for All!
Just popping in to say, this shader's great! I combined a color replacement shader with it and re-routed the whole thing through a Mesh for vertex color tinting. Lookin' good!
- Tue Dec 15, 2020 10:07 pm
- Forum: Support and Development
- Topic: [solved] How to get Texture from Quad
- Replies: 16
- Views: 6983
Re: [solved] How to get Texture from Quad
Handled by the shader correctly.
- Tue Dec 15, 2020 12:34 am
- Forum: Support and Development
- Topic: [solved] How to get Texture from Quad
- Replies: 16
- Views: 6983
Re: [solved] How to get Texture from Quad
Also, just want to point out that the original post never actually mentioned either the fact that you wanted to render something in 3D and with perspective projection, so the default assumption of 2D and ortho projection was what we were going along with, until you mentioned otherwise. I don't! I'm...
- Mon Dec 14, 2020 4:07 am
- Forum: Support and Development
- Topic: [solved] How to get Texture from Quad
- Replies: 16
- Views: 6983
Re: [solved] How to get Texture from Quad
love.graphics.newMesh only ever talks about x and y coordinates, no mention of z. There are function overloads for some kind of "vertexformat" parameter but the documentation is confusing and without nary an example. Explaining what I'm supposed to do as if I had expert knowledge in 3D gr...
- Sun Dec 13, 2020 9:21 pm
- Forum: Support and Development
- Topic: [solved] How to get Texture from Quad
- Replies: 16
- Views: 6983
- Sun Dec 13, 2020 7:42 pm
- Forum: Support and Development
- Topic: [solved] How to get Texture from Quad
- Replies: 16
- Views: 6983
Re: How to get Texture from Quad
Without explaining why, LÖVE's API to draw quads is awful. Shearing factors? What even is that? I have a custom solution of the form: draw_textured_quad(texture, tx,ty,tw,th, x1,y1, x2,y2, x3,y3, x4,y4) Which is much more convenient, as it allows arbitrary quad shapes by specifying the vertices' po...
- Sun Dec 13, 2020 6:57 pm
- Forum: Support and Development
- Topic: [solved] How to get Texture from Quad
- Replies: 16
- Views: 6983
Re: How to get Texture from Quad
Thank you for your assistance pgimeno, the shader now draws the specified part. To render a part of a texture you give love.graphics.draw both the texture and the quad. No shaders are required to do that. If you only give love.graphics.draw a texture then LÖVE automatically uses a quad that spans th...
- Sun Dec 13, 2020 6:32 pm
- Forum: Support and Development
- Topic: [solved] How to get Texture from Quad
- Replies: 16
- Views: 6983
Re: How to get Texture from Quad
So what you're saying is, I need to edit the shader to draw only part of the texture?
- Sun Dec 13, 2020 6:14 pm
- Forum: Support and Development
- Topic: [solved] How to get Texture from Quad
- Replies: 16
- Views: 6983
[solved] How to get Texture from Quad
I have a shader, and when I create a new Image and a new Quad from that Image, then try to pass the Quad to the shader it errors with: "bad argument #3 to 'gl_send' (Texture expected, got Quad)". How do I get the Texture from the Quad? The wiki says nothing on Textures . I'm trying to rend...