Survey: Do You Support Framebuffers and/or Non-Po2 [RERUN]

General discussion about LÖVE, Lua, game development, puns, and unicorns.

After completing the test, what does the "You Support: ..." text say? (excluding FB sizes)

Nothing
7
10%
Framebuffers
2
3%
Framebuffers, Non-Po2 Framebuffers
0
No votes
Framebuffers, Non-Po2 Images
1
1%
Framebuffers, Non-Po2 Framebuffers, Non-Po2 Images
52
75%
Non-Po2 Images
7
10%
 
Total votes: 69

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Nixola
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Re: Survey: Do You Support Framebuffers and/or Non-Po2 [RERU

Post by Nixola »

Yep
lf = love.filesystem
ls = love.sound
la = love.audio
lp = love.physics
lt = love.thread
li = love.image
lg = love.graphics
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teh8bits
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Re: Survey: Do You Support Framebuffers and/or Non-Po2 [RERU

Post by teh8bits »

Yay thank you
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Nixola
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Re: Survey: Do You Support Framebuffers and/or Non-Po2 [RERU

Post by Nixola »

I hate Windows. I support Canvasees and npot images on Linux Ubuntu
lf = love.filesystem
ls = love.sound
la = love.audio
lp = love.physics
lt = love.thread
li = love.image
lg = love.graphics
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vrld
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Re: Survey: Do You Support Framebuffers and/or Non-Po2 [RERU

Post by vrld »

What graphics card do you have? And are you sure you have the latest driver on windows?
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Nixola
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Re: Survey: Do You Support Framebuffers and/or Non-Po2 [RERU

Post by Nixola »

I don't think I'll use Windows, I've got an Intel Graphics Adapter, I don't know anything else, and I'm quite sure the driver is updated, but I think this is strange 'cause I'm on a netbook... Can Linux have a software fallback? Anyway, I support pot framebuffers up to 4096×4096, npot framebuffers up to 2187×2187
lf = love.filesystem
ls = love.sound
la = love.audio
lp = love.physics
lt = love.thread
li = love.image
lg = love.graphics
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Jasoco
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Re: Survey: Do You Support Framebuffers and/or Non-Po2 [RERU

Post by Jasoco »

I love Canvases, but it's really sad that so many people have problems with them. When used, Canvases can make your game do really cool things you just can't do without them.

I decided that from now on I'm going to try and at least work in a fallback whenever I use canvases to avoid these problems. I've been working on a framework template that I will use for my games from now on that has this ability built-in.
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veethree
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Re: Survey: Do You Support Framebuffers and/or Non-Po2 [RERU

Post by veethree »

Perhaps i'm a little late, But i support all that stuff,Framebuffers up to 4096x4096, po3 framebuffers up to 2187x2187. I have intel HD graphics core i3 (or something, Not too good with computer hardware). And i'm running a 64 bit windows 7.

Out of curiosity, what are framebuffers/canvases usually used for in games? Only time i used them was when i was experimenting with generating white noise, I drew a shitload of 1x1 pixel rectangles to a framebuffer, then drew said framebuffer to the screen...
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TechnoCat
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Re: Survey: Do You Support Framebuffers and/or Non-Po2 [RERU

Post by TechnoCat »

veethree wrote:po3 framebuffers up to 2187x2187.
That sounds very wasteful and inefficient of your driver developers to do.
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veethree
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Re: Survey: Do You Support Framebuffers and/or Non-Po2 [RERU

Post by veethree »

TechnoCat wrote:
veethree wrote:po3 framebuffers up to 2187x2187.
That sounds very wasteful and inefficient of your driver developers to do.
Why's that?
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Jasoco
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Re: Survey: Do You Support Framebuffers and/or Non-Po2 [RERU

Post by Jasoco »

veethree wrote:Out of curiosity, what are framebuffers/canvases usually used for in games? Only time i used them was when i was experimenting with generating white noise, I drew a shitload of 1x1 pixel rectangles to a framebuffer, then drew said framebuffer to the screen...
Some examples I can give:

A) You have a huge grid that you need to work with. By designing the game so it draws once to a canvas and only updates parts at a time will keep the framerate high.

B) You can apply image filters to a canvas on the whole whereas it only applies to the screen for certain elements. i.e. images and image fonts.

C) You can perform pixel effects on canvases as well as any image. As far as I know you can't apply an image effect to the game window itself. (Correct me if I'm wrong because it would be neat if you could.)

All in all it lets you do things you just can't do without them.

Mainly it's good for speeding up things. In a game I was working on I wanted to have a scrolling screen transition between maps like the original Zelda had so what I did was when the transition started, I would draw both the current map, items and enemies onto a canvas, and all the stuff for the next map onto another and slide the two canvases before switching back to normal draw mode. This let me do it much simpler than having to draw everything for every frame of the transition for both maps at the same time.
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