Search found 693 matches

by Ref
Sun May 06, 2018 2:40 pm
Forum: Support and Development
Topic: Non-Image objects for GLSL shaders
Replies: 3
Views: 1645

Re: Non-Image objects for GLSL shaders

Glad you've got it figured out.
I'm still struggling and hope you post what you come up with.
Best!
Edit: Second shader (primitives) a little more relevant.
by Ref
Wed Apr 18, 2018 7:43 pm
Forum: Support and Development
Topic: newArrayImage
Replies: 3
Views: 1282

Re: newArrayImage

Interesting INFO! (It seems from the WIKI that you can use batches in a variety of different ways - using individual images or quads and a spritesheet. ) I have found (using WIKI example) that: sprites = { "sprite1.png", "sprite2.png" } image = love.graphics.newArrayImage( sprite...
by Ref
Wed Apr 18, 2018 4:32 pm
Forum: Support and Development
Topic: newArrayImage
Replies: 3
Views: 1282

newArrayImage

Just curious! What's the big deal? sprites = { "sprite1.png", "sprite2.png" } image = love.graphics.newArrayImage( sprites ) batch = love.graphics.newSpriteBatch( image ) batch:addLayer( #, x, y ) Isn't a batch just a limited canvas - the limitation is that all the sprites have t...
by Ref
Thu Apr 12, 2018 3:00 pm
Forum: General
Topic: LÖVE 11.0 released!
Replies: 98
Views: 54505

Re: LÖVE 11.0 released!

In many respects, I would expect that the color clamping would be done on Love's end.
Don't see any down side and would remove one more gotcha.
Everything would then be internally consistent.
Sorry, got this backward.
Love is clamping so the problem is with what people are providing.
by Ref
Mon Apr 09, 2018 5:59 pm
Forum: General
Topic: 11.0 bugs
Replies: 47
Views: 51428

Re: 11.0 bugs

Thanks pgimeno for the idea. This mess works! function colorMatch( c1, c2 ) return math.floor(255*c1[1]) == math.floor(255*c2[1]) and math.floor(255*c1[2]) == math.floor(255*c2[2]) and math.floor(255*c1[3]) == math.floor(255*c2[3]) end Always something unexpected. Couldn't be a simple change from 0-...
by Ref
Mon Apr 09, 2018 3:03 pm
Forum: General
Topic: 11.0 bugs
Replies: 47
Views: 51428

Re: 11.0 bugs

Doubt that this is a bug in Love 11 but would like an explanation as to what is going on. The attached script (used to floodfill concave polygons and polygons with holes) was converted from Love 10 (where it worked without any problems) to Love 11 by changing all colors from 0-255 to 0-1. Discovered...
by Ref
Thu Apr 05, 2018 2:41 pm
Forum: General
Topic: 11.0 bugs
Replies: 47
Views: 51428

Re: 11.0 bugs

Is there no direct way to get imagedata from an image in Love 11?
The only way I've found is to draw the image to a canvas and then get the imagedata from the canvas or to reload the image from a file as imagedata.
by Ref
Wed Apr 04, 2018 8:54 pm
Forum: Support and Development
Topic: Canvas & Stencil in Love 11.0
Replies: 12
Views: 8530

Re: Canvas & Stencil in Love 11.0

Bingo!

Code: Select all

gr.setCanvas( {canvas, stencil=true} )
does work.
Just have to get the brackets in the right places.
Thanks for the help!
by Ref
Wed Apr 04, 2018 1:55 pm
Forum: Support and Development
Topic: Canvas & Stencil in Love 11.0
Replies: 12
Views: 8530

Re: Canvas & Stencil in Love 11.0

Glad to hear you got it to work.
Used your suggestion and got the same error message for the line mentioned above.
Must be something else in the code that is causing this Love 10 script to fail in Love 11.
More head scratching required!
by Ref
Mon Apr 02, 2018 7:24 pm
Forum: Support and Development
Topic: Canvas & Stencil in Love 11.0
Replies: 12
Views: 8530

Canvas & Stencil in Love 11.0

Error message: Error physics.lua:435: Drawing to the stencil buffer with a Canvas active requires either stencil=true or a custom stencil-type Canvas to be used, in setCanvas. Code referenced: texCanvas = function( canW, canH, image, x, y, a, sx, sy, wd, ht ) local canvas = love.graphics.newCanvas( ...