Search found 612 matches

by ReFreezed
Thu Oct 13, 2022 6:24 am
Forum: Support and Development
Topic: (Solved) HUMP Class - attempt to index local '***' (a nil value)
Replies: 5
Views: 1394

Re: HUMP Class - attempt to index local '***' (a nil value)

SelfDotX is correct. Class libraries, including the one in HUMP, tend to support an 'init' method that gets called automatically when the object is first created (i.e. by the Player() call here).
by ReFreezed
Wed Oct 12, 2022 1:31 pm
Forum: Support and Development
Topic: [Solved] Help Scaling (mouse origin)
Replies: 5
Views: 1431

Re: [Solved] Help Scaling (mouse origin)

I know what you mean. I remember when I initially tried to figure out this very problem in one program. It took longer than it really should have. :death:
by ReFreezed
Wed Oct 12, 2022 4:39 am
Forum: Support and Development
Topic: What is the best way to make shadows in Love2D?
Replies: 1
Views: 1197

Re: What is the best way to make shadows in Love2D?

What kind of shadows? Is the game 2D or 3D? Side-scrolling or top-down? How simple or complex should they be? Are they static or dynamic? One light source or multiple? There are many things to consider. There's no "best" way - only different ways, producing different results. Recent thread...
by ReFreezed
Wed Oct 12, 2022 4:17 am
Forum: Support and Development
Topic: [Solved] Help Scaling (mouse origin)
Replies: 5
Views: 1431

Re: Help Scaling (mouse origin)

You have to use the last scale value to calculate the difference between the old and new scale origins for the new offset. Here's an updated drawOffscreen() and love.wheelmoved(): local panX, panY = 0, 0 local function drawOffscreen() local settings = PDS.GetSettings() love.graphics.setCanvas(oScree...
by ReFreezed
Wed Oct 05, 2022 10:11 pm
Forum: Support and Development
Topic: Gamma correction brightens world-- but only *slightly*
Replies: 4
Views: 3383

Re: Gamma correction brightens world-- but only *slightly*

I did some testing in the code. In the shader, changing love_Canvases[0] = vec4(fragmentColour.rgb * noise, fragmentColour.a); to love_Canvases[0] = fragmentColour; reveals that the output color is the same no matter if gamma correction is enabled or not (the ground is a bright green), so the gamma ...
by ReFreezed
Tue Oct 04, 2022 10:57 pm
Forum: Support and Development
Topic: Gamma correction brightens world-- but only *slightly*
Replies: 4
Views: 3383

Re: Gamma correction brightens world-- but only *slightly*

Gamma correction tend to make the result brighter. Are you sure it's not correct?
by ReFreezed
Tue Oct 04, 2022 9:31 pm
Forum: Support and Development
Topic: Shader returns only white
Replies: 5
Views: 2019

Re: Shader returns only white

Note that Texel() expects normalized coordinates which texture_coords is, but screen_coords is in pixels. If resolution is in pixels then both floor(texture_coords/resolution) and floor(screen_coords/resolution) will round to 0 most of the time, so you're sampling the same pixel.
by ReFreezed
Tue Oct 04, 2022 12:07 am
Forum: Libraries and Tools
Topic: Hot Particles - particle editor
Replies: 70
Views: 137747

Re: Hot Particles - particle editor

@Sammm
Unfortunately I'm a bit of a Linux noob. It could be a LÖVE installation issue. Check out this thread where they encountered the same kind of error.
by ReFreezed
Mon Oct 03, 2022 1:48 am
Forum: Support and Development
Topic: Drawing outside of love.draw
Replies: 15
Views: 4203

Re: Drawing outside of love.draw

No problem. :)
by ReFreezed
Mon Oct 03, 2022 12:57 am
Forum: Support and Development
Topic: Drawing outside of love.draw
Replies: 15
Views: 4203

Re: Drawing outside of love.draw

No, it's not that to much memory is used, I was trying to understand why memory was used. Again, in my mind I was manipulating a fixed set of bytes (pixels) and didn't understand why every circle() I drew incurred more and more memory. It makes more sense now that I know draw calls are buffered and...