Please, add that.
Just Obey and do it.
Support for non-power-of-two images
- josefnpat
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Re: Support for non-power-of-two images
edit: nevermind. I'm a mr. smartypants.
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Re: Support for non-power-of-two images
Löve 0.8.0 has it built in, so that will likely happen when the 0.8.0 version gets done.
Besides, it's not an absolutely necessary feature, because it's possible to build a game without it. It's not like love.filesystem, which is something basically all games need.
Besides, it's not an absolutely necessary feature, because it's possible to build a game without it. It's not like love.filesystem, which is something basically all games need.
My game called Hat Cat and the Obvious Crimes Against the Fundamental Laws of Physics is out now!
- Robin
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Re: Support for non-power-of-two images
Which is... 359 days ago.T-Bone wrote:Löve 0.8.0 has it built in, so that will likely happen when the 0.8.0 version gets done.
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- slime
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Re: Support for non-power-of-two images
OpenGL ES 2 has mandatory support for non power-of-two images.
No doubt an unofficial Android version could benefit from the SDL2 + OpenGL ES 2 + iOS stuff I've been testing out (using the 0.9.0 codebase):
No doubt an unofficial Android version could benefit from the SDL2 + OpenGL ES 2 + iOS stuff I've been testing out (using the 0.9.0 codebase):
Re: Support for non-power-of-two images
I meant the Android port of Löve 0.8.0 of course.Robin wrote:Which is... 359 days ago.T-Bone wrote:Löve 0.8.0 has it built in, so that will likely happen when the 0.8.0 version gets done.
My game called Hat Cat and the Obvious Crimes Against the Fundamental Laws of Physics is out now!
Re: Support for non-power-of-two images
I don't agree.T-Bone wrote:Löve 0.8.0 has it built in, so that will likely happen when the 0.8.0 version gets done.
Besides, it's not an absolutely necessary feature, because it's possible to build a game without it. It's not like love.filesystem, which is something basically all games need.
I would say that it is more important the non-power-of-two thing than the filesystem because if you have a Löve game working in PC, it is likely some images will not be power-of-two, and thus, it will not work well in Android, so you will need to redesign all the art and maybe adapt a lot of code for just it make to look good in Android.
But love.filesystem can be replaced by Lua filesystem procedures that will take way less effort and time than redesigning the game art and adapt a lot of code.
In fact, love.filesystem is useless if i can see nothing but white squares in my android screen.
- Robin
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Re: Support for non-power-of-two images
Ah, of course. I always forget to look at what subforum I'm on.T-Bone wrote:I meant the Android port of Löve 0.8.0 of course.
Help us help you: attach a .love.
Re: Support for non-power-of-two images
If your goal is that normal LÖVE games should run on Android (something I personally don't consider very interesting) you need basically everything (including love.filesystem) working.Username wrote:I don't agree.T-Bone wrote:Löve 0.8.0 has it built in, so that will likely happen when the 0.8.0 version gets done.
Besides, it's not an absolutely necessary feature, because it's possible to build a game without it. It's not like love.filesystem, which is something basically all games need.
I would say that it is more important the non-power-of-two thing than the filesystem because if you have a Löve game working in PC, it is likely some images will not be power-of-two, and thus, it will not work well in Android, so you will need to redesign all the art and maybe adapt a lot of code for just it make to look good in Android.
But love.filesystem can be replaced by Lua filesystem procedures that will take way less effort and time than redesigning the game art and adapt a lot of code.
In fact, love.filesystem is useless if i can see nothing but white squares in my android screen.
At least for me, the exciting part about Löve-native-android is that you start from zero and say "Hey, I want to make a game for Android", Löve becomes a serious option as soon as the few remaining quirks are fixed.
I don't think using Lua filesystem procedures is that trivial on Android, mainly because you need to get the Android system to reserve some space for you (unless you use the /mnt/sdcard but that requires more permissions than you probably want for a standalone game).
My game called Hat Cat and the Obvious Crimes Against the Fundamental Laws of Physics is out now!
Re: Support for non-power-of-two images
Yep, don't grumble. You can make game without it.
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