Search found 82 matches
- 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...
- 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?
- 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?
Also, does Love currently support any additional features not included in GLSL 1.20?
- 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...
- 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?
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?
- 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?
- 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?
- 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 That's cool, I'll stick to you're implementation then. thanks x2!
- 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.
- 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?