Search found 612 matches
- 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: 1399
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).
- Wed Oct 12, 2022 1:31 pm
- Forum: Support and Development
- Topic: [Solved] Help Scaling (mouse origin)
- Replies: 5
- Views: 1432
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.
- 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: 1203
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...
- Wed Oct 12, 2022 4:17 am
- Forum: Support and Development
- Topic: [Solved] Help Scaling (mouse origin)
- Replies: 5
- Views: 1432
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...
- Wed Oct 05, 2022 10:11 pm
- Forum: Support and Development
- Topic: Gamma correction brightens world-- but only *slightly*
- Replies: 4
- Views: 3414
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 ...
- Tue Oct 04, 2022 10:57 pm
- Forum: Support and Development
- Topic: Gamma correction brightens world-- but only *slightly*
- Replies: 4
- Views: 3414
Re: Gamma correction brightens world-- but only *slightly*
Gamma correction tend to make the result brighter. Are you sure it's not correct?
- Tue Oct 04, 2022 9:31 pm
- Forum: Support and Development
- Topic: Shader returns only white
- Replies: 5
- Views: 2058
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.
- Tue Oct 04, 2022 12:07 am
- Forum: Libraries and Tools
- Topic: Hot Particles - particle editor
- Replies: 70
- Views: 138702
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.
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.
- Mon Oct 03, 2022 1:48 am
- Forum: Support and Development
- Topic: Drawing outside of love.draw
- Replies: 15
- Views: 4244
Re: Drawing outside of love.draw
No problem.
- Mon Oct 03, 2022 12:57 am
- Forum: Support and Development
- Topic: Drawing outside of love.draw
- Replies: 15
- Views: 4244
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...