Edit: looks like this isn't needed anymore!
Until an official release is made, I branched and added version checks that work with 0.9.1 if anyone needs it in the meantime.
https://github.com/Klowner/LoveFrames
Search found 7 matches
- Fri Apr 04, 2014 6:49 pm
- Forum: Libraries and Tools
- Topic: Löve Frames - A GUI Library
- Replies: 406
- Views: 353904
- Thu Apr 03, 2014 3:16 pm
- Forum: Libraries and Tools
- Topic: Love codepath switching based on version - "Sweet Diversion"
- Replies: 3
- Views: 1988
Re: Love codepath switching based on version - "Sweet Divers
The decimal expression drifted across my mind as I was falling asleep last night, that is indeed a significant bug , thank you for the patch.
- Thu Apr 03, 2014 5:28 am
- Forum: Libraries and Tools
- Topic: Love codepath switching based on version - "Sweet Diversion"
- Replies: 3
- Views: 1988
Love codepath switching based on version - "Sweet Diversion"
In attempts to make some of my things compatible with multiple versions of Love, and seeing how some people handle it with love._version == "0.9.0", and watching it suddenly fail those checks with the recent release of 0.9.1, I whipped up a tiny utility library for writing conditions based...
- Wed Apr 02, 2014 2:40 pm
- Forum: Libraries and Tools
- Topic: Löve Frames - A GUI Library
- Replies: 406
- Views: 353904
Re: Löve Frames - A GUI Library
Eagerly awaiting an 0.9.1 compatible version
- Thu Mar 13, 2014 9:55 pm
- Forum: Support and Development
- Topic: Are dual-texture SpriteBatches possible?
- Replies: 4
- Views: 2804
Re: Are dual-texture SpriteBatches possible?
Thank you, slime! That's exactly what I needed.
- Thu Mar 13, 2014 9:08 pm
- Forum: Support and Development
- Topic: Are dual-texture SpriteBatches possible?
- Replies: 4
- Views: 2804
Re: Are dual-texture SpriteBatches possible?
That basically sounds like what I need! Thank you. I was also skimming the docs and noticed there is a Shader:send(name, image, ...), I imagine I can use that to access additional textures from within a Shader during a SpriteBatch draw.
- Thu Mar 13, 2014 8:39 pm
- Forum: Support and Development
- Topic: Are dual-texture SpriteBatches possible?
- Replies: 4
- Views: 2804
Are dual-texture SpriteBatches possible?
From what I can tell, the documentation makes it pretty clear that a SpriteBatch is associated with a single source texture, but I was curious if there is any way to bind a secondary texture so I could use texture samplers in a Shader while drawing the SpriteBatch. The specifics of what I'm attempti...