Search found 14 matches
- Sat Mar 21, 2020 5:17 pm
- Forum: Support and Development
- Topic: Getting screen-space world origin in pixel shader?
- Replies: 5
- Views: 4600
Re: Getting screen-space world origin in pixel shader?
What is the easiest way to draw a full screen pixel effect while still getting the transform matrix?
- Sat Mar 21, 2020 1:26 pm
- Forum: Support and Development
- Topic: Getting screen-space world origin in pixel shader?
- Replies: 5
- Views: 4600
Re: Getting screen-space world origin in pixel shader?
That is pretty weird since I am using the transform projection on the vertices and that has an effect, so I was expecting I was missing something basic
I am drawing with a quad.
I am drawing with a quad.
- Fri Mar 20, 2020 8:03 pm
- Forum: Support and Development
- Topic: Getting screen-space world origin in pixel shader?
- Replies: 5
- Views: 4600
Getting screen-space world origin in pixel shader?
I am trying to get the origin in a pixel shader in screen space but the origin is always the same value (I think it is always 0,0 but opengl makes it hard to tell) vec4 origin = TransformProjectionMatrix * vec4(0.0f, 0.0f, 0.0f, 1.0f); I am using hump.camera and the camera tracks the player yet the ...
- Sun Jul 21, 2019 2:21 am
- Forum: Support and Development
- Topic: Callback Hook for mouse io events
- Replies: 1
- Views: 2143
Re: Callback Hook for mouse io events
Spoke too soon >.>
Code: Select all
local old = love.mousepressed
function love.mousepressed(...)
print("me2")
old()
end
- Sun Jul 21, 2019 2:11 am
- Forum: Support and Development
- Topic: Callback Hook for mouse io events
- Replies: 1
- Views: 2143
Callback Hook for mouse io events
https://love2d.org/forums/viewtopic.php?t=100#p1069 I'm looking for something like in this post but the solution link is dead. A library I am using (luigi) also hooks into the love io events and passes events it doesn't use to the regular love.mousepressed (for example) Couldn't figure out what they...
- Fri Jul 19, 2019 7:31 pm
- Forum: Support and Development
- Topic: Get clicked Fixtures without checking every object?
- Replies: 3
- Views: 2681
Get clicked Fixtures without checking every object?
Currently I am using ecs-pattern (I.e. a big loop) and checking for each fixture if e.fixture:testPoint(mx, my) is true. However I will be switching to the async love mouse callbacks instead of polling and was wondering if there is a better way than checking every fixture in the game to see which th...
- Fri Jul 19, 2019 6:01 pm
- Forum: Libraries and Tools
- Topic: UIBox (UI Layout)
- Replies: 1
- Views: 3602
UIBox (UI Layout)
This is a small thing I made when I (stupidly) tried making my own ui framework for a game. I couldn't bring myself to delete it since I was very proud of the clear syntax and flexability of it. https://github.com/Jugbot/love-uibox/blob/master/README.md I'm sad that I havent found an existing framew...
- Thu Jul 11, 2019 7:22 pm
- Forum: Support and Development
- Topic: What is setUserData and why do I need it?
- Replies: 24
- Views: 10104
Re: What is setUserData and why do I need it?
I'm glad I asked this question, a lot of this should be on the wiki >.>
- Thu Jul 11, 2019 5:34 pm
- Forum: Support and Development
- Topic: What is setUserData and why do I need it?
- Replies: 24
- Views: 10104
What is setUserData and why do I need it?
The wiki wasn't very clear about this and as far as I've seen it looks like a way to tag love objects with simple types. Am I right in that you cannot add properties directly to a love object (such as Joint.myval = "hi")? And as an extension to this question, what would I do if I want to m...
- Tue Jul 09, 2019 2:53 pm
- Forum: Support and Development
- Topic: Best way to transfer physical objects between worlds?
- Replies: 1
- Views: 1727
Best way to transfer physical objects between worlds?
So my game will have at least two gamestates: the game and editor. The problem is that each requires physics and therefore I need the main player character (the thing the user will be editing) to transfer between each gamestate's world. Since the MPC consists of bodies and joints I can't think of do...