Search found 1033 matches
- Fri Mar 19, 2010 5:47 pm
- Forum: General
- Topic: Asynchronous resource loading
- Replies: 17
- Views: 7222
Re: Asynchronous resource loading
Ok, then I'm misinformed. I've never actually tried it.
- Fri Mar 19, 2010 8:56 am
- Forum: General
- Topic: Asynchronous resource loading
- Replies: 17
- Views: 7222
Re: Asynchronous resource loading
Ah yes, love.thread ... not quite ready, but promising. I miss the asynchronous functionality too. The reason I wanted love.thread in the first place was specifically async resource loading (though it can obviously be used for much more). It is possible to load OpenGL textures to the GPU asynchronou...
- Thu Mar 11, 2010 3:44 pm
- Forum: Support and Development
- Topic: Image looks blurry
- Replies: 6
- Views: 3304
Re: Image looks blurry
Draw the image in non-fractional coordinates. E.g. not at (51.2363, 256.89656), but round them to (51, 256).
- Wed Mar 10, 2010 8:43 pm
- Forum: Support and Development
- Topic: Why is line mode antialised but fill isn't?
- Replies: 3
- Views: 2204
Re: Why is line mode antialised but fill isn't?
That's just how OpenGL works. If you want anti-aliased filled polys, you need to enable full-scene anti-aliasing when setting the display mode.
This will lower the performance of your game noticeably, so I personally like to keep it disabled if the graphics are mostly sprites.
This will lower the performance of your game noticeably, so I personally like to keep it disabled if the graphics are mostly sprites.
- Wed Mar 10, 2010 8:36 pm
- Forum: Libraries and Tools
- Topic: Catmull-Rom Spline Rendering Function (curves)
- Replies: 10
- Views: 6225
Re: Catmull-Rom Spline Rendering Function (curves)
Cool. How about making a splines library? I would be great to be able to move stuff along the curve with constant speed (relative to the screen).
- Sun Mar 07, 2010 12:50 pm
- Forum: General
- Topic: LÖVE 0.6.2
- Replies: 22
- Views: 13387
Re: LÖVE 0.6.2
pekka: Done.
- Sun Mar 07, 2010 12:31 pm
- Forum: General
- Topic: LÖVE 0.6.2
- Replies: 22
- Views: 13387
Re: LÖVE 0.6.2
smartazz: In LevelTileset.lua:166 Change: self.tileSetBatch:addq(self.tileQuads[self.map[y + math.floor(my)][x + math.floor(mx)]], x * self:getTileSize() / 2, y * self:getTileSize() / 2) To: self.tileSetBatch:addq(self.tileQuads[self.map[y + math.floor(my)][x + math.floor(mx)]], x * self:getTileSize...
- Sun Mar 07, 2010 11:29 am
- Forum: General
- Topic: LÖVE 0.6.2
- Replies: 22
- Views: 13387
Re: LÖVE 0.6.2
smartazz: It's probably because of the fix for the (epic) double-transform bug, but if you PM me that file I can confirm it.
- Sat Mar 06, 2010 10:54 am
- Forum: General
- Topic: LÖVE 0.6.2
- Replies: 22
- Views: 13387
LÖVE 0.6.2
LÖVE 0.6.2 is out! Only bugfixes this time. Changelog.
- Thu Mar 04, 2010 2:06 pm
- Forum: Support and Development
- Topic: Help converting to 0.6.1: Silent crashes with no useful info
- Replies: 20
- Views: 4567
Re: Help converting to 0.6.1: Silent crashes with no useful info
No, my bad. I filed a bug so I won't forget about it.Jasoco wrote:Sorry. My bad!