Search found 5 matches

by Azzkikr
Mon Dec 16, 2019 8:55 am
Forum: General
Topic: Shader help (convolution matrix for a simple blur)
Replies: 5
Views: 4695

Re: Shader help (convolution matrix for a simple blur)

Wow, thanks for that extensive response. If I can give you a donation for your time and effort, let me know :) The blurring can't affect the borders, because they are the hard edge of the rectangle and beyond it, nothing is drawn. It can only affect the image drawn inside. I figured something like t...
by Azzkikr
Fri Dec 13, 2019 10:30 am
Forum: General
Topic: Shader help (convolution matrix for a simple blur)
Replies: 5
Views: 4695

Re: Shader help (convolution matrix for a simple blur)

I think I found the culprit: when I draw everything to a canvas first (including sprites and 'primitives'), then it works as I expected. I'm not sure why though.
by Azzkikr
Fri Dec 13, 2019 9:06 am
Forum: General
Topic: Shader help (convolution matrix for a simple blur)
Replies: 5
Views: 4695

Re: Shader help (convolution matrix for a simple blur)

Works for me. Is your texture fullscreen? If not, you need to pass to the shader the size of the image you're going to draw, and use that instead of love_ScreenSize.xy. Thank you for your response. I think I figured something out. It looks like an image (sprite) is in fact blurred (although I expec...
by Azzkikr
Thu Dec 12, 2019 2:54 pm
Forum: General
Topic: Shader help (convolution matrix for a simple blur)
Replies: 5
Views: 4695

Shader help (convolution matrix for a simple blur)

I'm relatively new to shaders. Been reading a bit through https://thebookofshaders.com/, and using Moonshine as a reference. However, I struggle quite a bit just to get a boxblur shader working. I know how to do it in 'normal' code, but I can't seem to figure out how to get an arbitrary pixel positi...
by Azzkikr
Mon Aug 25, 2014 4:27 pm
Forum: General
Topic: Tile based collision detection woes
Replies: 1
Views: 2667

Tile based collision detection woes

Hi, I'm having trouble with detecting collisions in a tile based game. I am basically following the steps in this excellent writeup (type #2): First, I check the rows and columns which are eligible for collision, based on the player's position (in the attached demo file, the red and green lit rows)....