Search found 9 matches

by scorpii
Thu May 22, 2014 8:52 pm
Forum: Support and Development
Topic: Image requirements
Replies: 2
Views: 1169

Re: Image requirements

Oh, it was just me being a noob then. :) I was thinking I could load large images like that and then divide them into smaller quads which could be drawn when needed. I see now that it doesn't make sense. So I guess I need to divide the actual png file in several smaller image files and then load the...
by scorpii
Thu May 22, 2014 8:01 pm
Forum: Support and Development
Topic: Image requirements
Replies: 2
Views: 1169

Image requirements

Hi guys,
Are there any requirements on the images one can use (except the file format)?

The reason I'm asking is that I have a pretty large png image (6000x10000 pixels at 72 ppi), which I can load it seems, but I cannot draw quads from it. They just turn up checkered.
by scorpii
Wed May 07, 2014 5:32 pm
Forum: Support and Development
Topic: String representation of an image
Replies: 5
Views: 3201

Re: String representation of an image

Yes, it makes sense to send the already encoded data. So I'll use the love.filesystem.read alternative.
Thanks guys! :)
by scorpii
Tue May 06, 2014 10:48 pm
Forum: Support and Development
Topic: String representation of an image
Replies: 5
Views: 3201

Re: String representation of an image

Aha.. Can I convert the string of bytes from the second example to an image object again? Basically I want to send an image object to another love process over the network. So I'm trying to find out my alternatives. Since I will already have the image object loaded from file I'd like to be able to d...
by scorpii
Tue May 06, 2014 10:29 pm
Forum: Support and Development
Topic: String representation of an image
Replies: 5
Views: 3201

String representation of an image

Hi, What is the difference between the string representation ("imgString" below) of an image in these two examples? local imgString, size = love.filesystem.read("image.png") local image1 = love.graphics.newImage("image.png") local imageData = image1:getData() local imgS...
by scorpii
Sat May 03, 2014 4:57 pm
Forum: General
Topic: [SOLVED] Loveframes SetUsable
Replies: 1
Views: 1143

Re: Loveframes SetUsable

As a workaround I'm currently doing:

Code: Select all

textinput.OnTextChanged = textChanged
-snip-
function textChanged(obj, text)
    obj:SetText(obj:GetText():gsub("%s+", ""))
end
It feels a bit cumbersome though.
by scorpii
Sat May 03, 2014 4:14 pm
Forum: General
Topic: [SOLVED] Loveframes SetUsable
Replies: 1
Views: 1143

[SOLVED] Loveframes SetUsable

Hi, I'm using the awesome loveframes lib and am trying to restrict the user from entering anything but numbers in a textinput object. So I've tried: local textinput = loveframes.Create("textinput") textinput:SetUsable({"1", "2", "3", "4", "5&quo...
by scorpii
Fri May 02, 2014 8:08 am
Forum: General
Topic: Problem with Lua module
Replies: 2
Views: 1621

Re: Problem with Lua module

Oh, yes of course! Thanks! :)
I'll just have an init function that the user of the interface must call first then.

Code: Select all

local callbacks = {}
function interface.init()
	callbacks = {
		prim1Callback,
		prim2Callback
	}
end
by scorpii
Thu May 01, 2014 11:56 pm
Forum: General
Topic: Problem with Lua module
Replies: 2
Views: 1621

Problem with Lua module

Hi guys, I have a very basic Lua problem I guess. I've been trying to implement a simple module as a basic messaging interface with a couple of primitives, static callback functions and a dispatcher function. The problem is that when I try to use the callbacks array it always results in nil. I've at...