@darkfrei
Your implementation doesn't look quite as random and evenly distributed as the original. I see more patterns and lines among the samples.
Search found 612 matches
- Wed Oct 19, 2022 1:34 pm
- Forum: Libraries and Tools
- Topic: Poisson Disc Sampling
- Replies: 7
- Views: 4456
- Tue Oct 18, 2022 9:01 pm
- Forum: Support and Development
- Topic: sort order with shader
- Replies: 10
- Views: 5640
Re: sort order with shader
Draw the rectangles in the opposite order...
- Tue Oct 18, 2022 7:45 pm
- Forum: Support and Development
- Topic: sort order with shader
- Replies: 10
- Views: 5640
Re: sort order with shader
When you draw half-transparent objects you must draw them from back to front for alpha blending to work properly, as the depth buffer only contains the distance to the closest object, no matter how "transparent" that object is (i.e. you cannot draw "behind" objects as the GPU has...
- Tue Oct 18, 2022 11:46 am
- Forum: General
- Topic: Code Doodles!
- Replies: 197
- Views: 274307
Re: Code Doodles!
The issue is, the moon texture and the bats smear over the background. I can't tell if it's a shader issue, or a change to Love between versions. love.graphics.clear() is called before love.graphics.setCanvas(canv) instead of after. The old Canvas:clear() did not require the canvas to be active bef...
- Sun Oct 16, 2022 2:40 pm
- Forum: Support and Development
- Topic: [SOLVED] Distortion Shader Doesn't Work on Android Version
- Replies: 6
- Views: 1963
Re: [SOLVED] Distortion Shader Doesn't Work on Android Version
I feel silly now. I'm using the same noise generator code from that very repo in my current project and I remember reading about the precision requirement. D'oh.
- Sun Oct 16, 2022 2:20 pm
- Forum: Support and Development
- Topic: Physics broken before the first world:update
- Replies: 7
- Views: 2286
Re: Physics broken before the first world:update
I'm on Windows with x86. I suppose that could be the issue. Try different LÖVE versions to see if the same thing happens. Maybe report the issue to the issue tracker.
- Sun Oct 16, 2022 8:12 am
- Forum: Libraries and Tools
- Topic: Poisson Disc Sampling
- Replies: 7
- Views: 4456
Re: Poisson Disc Sampling
This is pretty useful stuff!
- Sat Oct 15, 2022 12:37 pm
- Forum: Support and Development
- Topic: [SOLVED] Distortion Shader Doesn't Work on Android Version
- Replies: 6
- Views: 1963
Re: Distortion Shader Doesn't Work on Android Version
Looks like the u coordinate is always 0 in the shader for some reason. Try returning the uv coordinates.
Maybe try with a different image, possibly with power-of-two dimensions.
Code: Select all
vec4 effect(vec4 color, Image TEXTURE, vec2 uv, vec2 pc) {
return vec4(uv, 0.0, 1.0);
}
- Fri Oct 14, 2022 7:15 am
- Forum: Support and Development
- Topic: Physics broken before the first world:update
- Replies: 7
- Views: 2286
Re: Physics broken before the first world:update
Like BrotSagtMist, uncommenting any of the two places where setLinearVelocity is called produces the same value to be printed for me (499.99996948242). You better not rely on the physics stuff being predictable. But the physics are predictable as long as you provide the same input (like a fixed time...
- Thu Oct 13, 2022 7:51 am
- Forum: Support and Development
- Topic: (Solved) HUMP Class - attempt to index local '***' (a nil value)
- Replies: 5
- Views: 1409
Re: HUMP Class - attempt to index local '***' (a nil value)
Did you maybe misspell the image variable? The fixed code should be something like this:
Code: Select all
local player
local player_tex = lg.newImage("assets/images/player.png")
function game:enter()
player = Player(player_tex, Vec(display.size.w/2, display.size.h/2))
end