Search found 12 matches
- Thu Aug 30, 2018 7:57 am
- Forum: Support and Development
- Topic: Love2D 11.1 Multiple Canvases void effects
- Replies: 3
- Views: 2775
Re: Love2D 11.1 Multiple Canvases void effects
I see, thank you. I tried void effect, but not without the arguments. Is there a way to get the pixel position? I think I can pipe in and do everything else custom.
- Thu Aug 30, 2018 12:48 am
- Forum: Libraries and Tools
- Topic: solved uniform shadows to make your menu UI POP
- Replies: 6
- Views: 5494
Re: solved uniform shadows to make your menu UI POP
Just realized it uses 70% of my GTX1080Ti running at 240fps. I had no idea.
- Thu Aug 30, 2018 12:39 am
- Forum: Support and Development
- Topic: Love2D 11.1 Multiple Canvases void effects
- Replies: 3
- Views: 2775
Love2D 11.1 Multiple Canvases void effects
I am trying to do some deferred rendering stuff and I need to write to multiple canvases at the same time. I saw that you can do love.graphics.setCanvas(canvas1, canvas2) and to test, I copied the example code from https://love2d.org/wiki/love.graphics.newShader local pixelcode = [[ void effects(vec...
- Fri Mar 11, 2016 8:01 am
- Forum: Libraries and Tools
- Topic: solved uniform shadows to make your menu UI POP
- Replies: 6
- Views: 5494
Re: solved uniform shadows to make your menu UI POP
Okay yeah, it is a bit ridiculous to be running approximately 512 atans and 256 inversesqrts per pixel per frame. https://i.gyazo.com/362266e984cd2628cc2ccf99d2422ff6.png Of course, it could be worse. I could be integrating over the pixel https://i.gyazo.com/4506af81e738fa9f56f2990837bbdc8a.png I'll...
- Fri Mar 11, 2016 12:38 am
- Forum: Libraries and Tools
- Topic: solved uniform shadows to make your menu UI POP
- Replies: 6
- Views: 5494
solved uniform shadows to make your menu UI POP
So I solved a little double integral to see how much light gets to a point, assuming you have a hemisphere of infinite size where light is coming in uniformly from all directions except the circular base, and a rectangle on a plane aligned with the base of that hemisphere. The result is pretty aweso...
- Thu Mar 10, 2016 4:44 am
- Forum: Support and Development
- Topic: Sending value to specific index in an external shader array
- Replies: 4
- Views: 2798
Re: Sending value to specific index in an external shader array
AxisAngles wrote:(ugh). It's not that slow, but it's still just gross conceptually.
- Wed Mar 09, 2016 8:14 pm
- Forum: Support and Development
- Topic: Sending value to specific index in an external shader array
- Replies: 4
- Views: 2798
Re: Sending value to specific index in an external shader array
Thanks for the help. What I'll do is I'll continue resending the entire array 60 times per second or whatever (ugh). It's not that slow, but it's still just gross conceptually.
Love2d really needs to add some kind of support for that.
Love2d really needs to add some kind of support for that.
- Wed Mar 09, 2016 8:18 am
- Forum: Support and Development
- Topic: Sending value to specific index in an external shader array
- Replies: 4
- Views: 2798
Sending value to specific index in an external shader array
So currently, I have a deal where I edit an array in Lua, and then I need to update it in the shader. I generally only change one element of the array, yet I have to resend the entire array just to change the one index. At least this is what I think. I've tried :send("lower[127]",{x,y}) bu...
- Tue Mar 08, 2016 10:40 am
- Forum: Libraries and Tools
- Topic: Lua code which hardcodes a glsl raytracer demo
- Replies: 4
- Views: 3818
Re: Lua code which hardcodes a glsl raytracer demo
Yes, that's exactly what I did!
- Wed Feb 24, 2016 12:21 am
- Forum: Libraries and Tools
- Topic: Lua code which hardcodes a glsl raytracer demo
- Replies: 4
- Views: 3818
Lua code which hardcodes a glsl raytracer demo
Okay. So I thought, "wouldn't it be fun if I wrote a Lua program to program a hardcoded binary search tree in GLSL?" So I did it, and then before I implemented stuff other than the sphere solver, I realized that you only have a small number of words for gpu instructions to be stored. So yo...