Actually, the problem lied in my order of operations, I changed it to be similar to yours and it works now. Thanks for your help!
Search found 4 matches
- Sat Oct 27, 2018 11:52 am
- Forum: Support and Development
- Topic: Rendering a canvas to itself?
- Replies: 4
- Views: 4087
- Mon Oct 22, 2018 1:47 pm
- Forum: Support and Development
- Topic: Rendering a canvas to itself?
- Replies: 4
- Views: 4087
Re: Rendering a canvas to itself?
You need to use two canvasses. function love.draw() love.graphics.setCanvas(canvas2) -- [set the first shader] love.graphics.draw(canvas) -- [set the second shader] love.graphics.setCanvas(canvas) love.graphics.draw(canvas2) -- etc end That's what I tried to do: have two canvases, draw onto the fir...
- Sun Oct 21, 2018 6:04 pm
- Forum: Support and Development
- Topic: What was the reasoning for changing setColor from RGB 0-255 to 0-1 interval?
- Replies: 39
- Views: 36846
Re: What was the reasoning for changing setColor from RGB 0-255 to 0-1 interval?
Apart from shaders, there's also HDR support (which uses 16 bits per channel instead of 8)
- Sun Oct 21, 2018 4:37 pm
- Forum: Support and Development
- Topic: Rendering a canvas to itself?
- Replies: 4
- Views: 4087
Rendering a canvas to itself?
I tried to create a shader chaining functionality to my game engine, but I have to render a canvas to itself somehow. I know that I have to use offscreen buffers somehow, but I'm not sure how. Here's what I'm ultimately trying to achieve: canvas = nil function love.load() canvas = love.graphics.newC...