Search found 4 matches

by lqdev
Sat Oct 27, 2018 11:52 am
Forum: Support and Development
Topic: Rendering a canvas to itself?
Replies: 4
Views: 3770

Re: Rendering a canvas to itself?

pgimeno wrote: Mon Oct 22, 2018 3:11 pm Works for me:

(...)
Actually, the problem lied in my order of operations, I changed it to be similar to yours and it works now. Thanks for your help!
by lqdev
Mon Oct 22, 2018 1:47 pm
Forum: Support and Development
Topic: Rendering a canvas to itself?
Replies: 4
Views: 3770

Re: Rendering a canvas to itself?

You need to use two canvasses. function love.draw() love.graphics.setCanvas(canvas2) -- [set the first shader] love.graphics.draw(canvas) -- [set the second shader] love.graphics.setCanvas(canvas) love.graphics.draw(canvas2) -- etc end That's what I tried to do: have two canvases, draw onto the fir...
by lqdev
Sun Oct 21, 2018 6:04 pm
Forum: Support and Development
Topic: What was the reasoning for changing setColor from RGB 0-255 to 0-1 interval?
Replies: 39
Views: 28055

Re: What was the reasoning for changing setColor from RGB 0-255 to 0-1 interval?

dusoft wrote: Sun Oct 21, 2018 5:43 pm What was the reasoning behind this in the age of everyone working with web and RGB 0-255 being one of the most widespread schemes of color addressing (or its hex version)?
Apart from shaders, there's also HDR support (which uses 16 bits per channel instead of 8)
by lqdev
Sun Oct 21, 2018 4:37 pm
Forum: Support and Development
Topic: Rendering a canvas to itself?
Replies: 4
Views: 3770

Rendering a canvas to itself?

I tried to create a shader chaining functionality to my game engine, but I have to render a canvas to itself somehow. I know that I have to use offscreen buffers somehow, but I'm not sure how. Here's what I'm ultimately trying to achieve: canvas = nil function love.load() canvas = love.graphics.newC...