Search found 82 matches

by parallax7d
Tue Dec 06, 2016 7:13 pm
Forum: Support and Development
Topic: Readig the Output of a Shader
Replies: 3
Views: 3543

Re: Readig the Output of a Shader

It looks like that method has been removed. I guess the new way is to dump the canvas to an imagedata any query that. I wonder if the upcoming changes to imagedata will make the Canvas:newImageData method even quicker? What would be super nice, although unrealistic? would be a way to allocate a sequ...
by parallax7d
Tue Dec 06, 2016 5:24 pm
Forum: Support and Development
Topic: Readig the Output of a Shader
Replies: 3
Views: 3543

Readig the Output of a Shader

is there any technique for Love to access/read/get the output of a shader?
by parallax7d
Mon Dec 05, 2016 11:27 pm
Forum: Support and Development
Topic: Some Basic OpenGL Questions
Replies: 8
Views: 6308

Re: Some Basic OpenGL Questions

What are the future plans for OpenGL and GLSL version support? Anything in the short/medium term to look forward to? Any new extensions/features?

Also, does Love currently support any additional features not included in GLSL 1.20?
by parallax7d
Sun Dec 04, 2016 8:06 pm
Forum: Support and Development
Topic: love.run and async threads
Replies: 4
Views: 4223

Re: love.run and async threads

you guys are quick today! Just so I get this right, in theory worker threads can access and edit imagedata, and also send messages to main over channels, and the channel method will preempt whatever main is doing, totally and 100% irregardless of what part of the game loop main is currently executin...
by parallax7d
Sun Dec 04, 2016 7:54 pm
Forum: Support and Development
Topic: love.run and async threads
Replies: 4
Views: 4223

love.run and async threads

Are messages over channels totally asynchronous, or are they pumped as part of event?

Are threads interacting with imagedata/other love types totally asynch? For example, the mutex operations occur regardless of what point in love.run the main thread is in?
by parallax7d
Mon Nov 21, 2016 11:30 pm
Forum: Support and Development
Topic: "Questions that don't deserve their own thread" thread
Replies: 905
Views: 453375

Re: "Questions that don't deserve their own thread" thread

Does Love use just 1 OpenGL context or multiple? When we feed in our own shaders are these all put into the same context as the main Love context?
by parallax7d
Thu Nov 17, 2016 11:01 pm
Forum: Support and Development
Topic: "Questions that don't deserve their own thread" thread
Replies: 905
Views: 453375

Re: "Questions that don't deserve their own thread" thread

Are there specific plans to break it in the works, or just the vague notion that it may one day break?
by parallax7d
Thu Nov 17, 2016 9:42 pm
Forum: Support and Development
Topic: "Questions that don't deserve their own thread" thread
Replies: 905
Views: 453375

Re: "Questions that don't deserve their own thread" thread

Speak of the devil :P That's cool, I'll stick to you're implementation then. thanks x2!
by parallax7d
Thu Nov 17, 2016 9:20 pm
Forum: Support and Development
Topic: "Questions that don't deserve their own thread" thread
Replies: 905
Views: 453375

Re: "Questions that don't deserve their own thread" thread

Do they lock the whole imagedata? The reason I ask is because I'll need to have n threads writing to different addresses in the same texture atlas to make using threads worth while.
by parallax7d
Thu Nov 17, 2016 8:32 pm
Forum: Support and Development
Topic: "Questions that don't deserve their own thread" thread
Replies: 905
Views: 453375

Re: "Questions that don't deserve their own thread" thread

It looks like Slime's ffi imagedata methods (or something similar) were integrated into Love in 0.9.2 Are these thread safe? Do they put a lock on an entire imagedata, thus preventing multiple threads from accessing a single imagedata at the same time?