Search found 58 matches
- Wed Jul 25, 2018 1:41 pm
- Forum: Support and Development
- Topic: Preserving transparency when using shaders?
- Replies: 3
- Views: 4177
Preserving transparency when using shaders?
Heya, I'm not sure why what I'm doing isn't working! :shock: This is my code: shaders = {} --Grayscale shaders.grayscale = love.graphics.newShader[[ extern number factor; vec4 effect( vec4 color, Image texture, vec2 texture_coords, vec2 screen_coords ){ vec4 pixel = Texel(texture, texture_coords );/...
- Tue Jun 12, 2018 2:28 pm
- Forum: Support and Development
- Topic: Pixelation when downscaling images, even when using 'linear' filter?
- Replies: 5
- Views: 3242
Re: Pixelation when downscaling images, even when using 'linear' filter?
Cheers for the replies guys! Both methods made a big difference and definitely made the icon usable, so thank you! Yeah. Bilinear filtering alone can't scale down further than half the original size without these issues, because then it skips pixels and causes aliasing. I guess OpenGL doesn't do any...
- Mon Jun 11, 2018 6:44 pm
- Forum: Support and Development
- Topic: Pixelation when downscaling images, even when using 'linear' filter?
- Replies: 5
- Views: 3242
Pixelation when downscaling images, even when using 'linear' filter?
Hi there :nyu: So I've noticed that downscaling images (in love.graphics.draw) leaves a rough, pixelated outline- even when using the linear filter. This is a simple example comparing the Löve scaling to the OSX scaling using the image previewer: Screen Shot 2018-06-11 at 19.22.23.png As you can see...
- Tue Jan 30, 2018 9:15 pm
- Forum: Support and Development
- Topic: Using mirrored quads in a spritebatch?
- Replies: 4
- Views: 3046
Re: Using mirrored quads in a spritebatch?
Thanks so much for the replies. I managed to get it working using slime's method... I can't believe I missed that!
- Mon Jan 29, 2018 12:04 am
- Forum: Games and Creations
- Topic: pudding splash! (#ggj18)
- Replies: 1
- Views: 2547
Re: pudding splash! (#ggj18)
Had no clue what was going on haha.. but it has beautiful controls and it made me laugh so thanks!
- Sun Jan 28, 2018 11:59 pm
- Forum: Support and Development
- Topic: Using mirrored quads in a spritebatch?
- Replies: 4
- Views: 3046
Using mirrored quads in a spritebatch?
Hi there, I'm looking for a way to add a combination of normal and mirrored instances of a quad to a spritebatch. (I'm adding objects to an isometric map) Quad:flip looked like it would've done the job if it wasn't removed :( I appreciate you can draw mirrored quads using lg.draw() but I don't think...
- Mon Nov 07, 2016 6:29 pm
- Forum: Support and Development
- Topic: Drawing graphs/physics collision on a curved line
- Replies: 4
- Views: 2611
Re: Drawing graphs/physics collision on a curved line
Thank you for the replies, i'll take a look at both of those!
- Mon Nov 07, 2016 11:23 am
- Forum: Support and Development
- Topic: Drawing graphs/physics collision on a curved line
- Replies: 4
- Views: 2611
Drawing graphs/physics collision on a curved line
Hiya! So I have a computer science project at school that needs to be something educational. I had the idea of creating like a 'graph roller-coaster'.. where the student will type in an equation for a graph to create a curve, and a cart will follow the curve of the graph, changing it's speed dependi...
- Mon Oct 24, 2016 12:01 pm
- Forum: Support and Development
- Topic: OSX distribution and source code?
- Replies: 4
- Views: 2250
Re: OSX distribution and source code?
In Windows you can open the .exe file with a zip file handler as well (for example, if you have the command line unzip, you can do 'unzip -l mygame.exe' and you see the contents) Oh right, I didn't realise this at all!! Thanks for all the replies, I think i'll just leave the OSX version how it is :...
- Sun Oct 23, 2016 10:40 pm
- Forum: Support and Development
- Topic: OSX distribution and source code?
- Replies: 4
- Views: 2250
OSX distribution and source code?
Hey everyone :nyu: So i'm a Windows user and i'm looking to make an OSX build for my game. I've followed the instructions found on the wiki and put everything together. With Windows it seems to 'fuse' the .love to create a single .exe which hides all the source code/game files etc. However, with OSX...