I fixed the problem! Apparantly I shouldn't have used index = int(pixel.x), but index = int(pc.x) instead (screen coordinates). Now it makes stripey colorful stripes.
The fire is extinguished, nothing to see here people, move on. <:)
Search found 31 matches
- Mon May 30, 2016 7:56 pm
- Forum: Support and Development
- Topic: GLSL: indexing an array with a variable?
- Replies: 3
- Views: 3372
- Mon May 30, 2016 6:39 pm
- Forum: Support and Development
- Topic: GLSL: indexing an array with a variable?
- Replies: 3
- Views: 3372
Re: GLSL: indexing an array with a variable?
@slime, The voxel_table format is: { {0.93456,0.235466,0.112356}, {0.767734,0.342211,0.324235}, ... }. They're all numbers between 0 and 1 so an invalid number range can't be the problem. Btw, the alpha values I forgot to show in this example, but in the script they're there and have a value of 1. H...
- Sun May 29, 2016 8:54 pm
- Forum: Support and Development
- Topic: GLSL: indexing an array with a variable?
- Replies: 3
- Views: 3372
GLSL: indexing an array with a variable?
I've been attempting the whole day to get some simple shader glsl code to work. The shader is supposed to make some stripey colored lines from a one dimensional Lua color containing table. The random colors are set up in Lua in the 'voxel_table', which is sent to the shader with shader:send("vo...
- Mon Nov 09, 2015 6:54 pm
- Forum: General
- Topic: love.meetup in the Netherlands
- Replies: 17
- Views: 7657
Re: love.meetup in the Netherlands
Hey there, sorry for bumping this thread. I haven't been an active löve developer in the past years, I know, but I was in the past. Kind of. A bit. :3 I just wanted to say, I do app/game/plugin developing and I live in Utrecht! So if there's any programmer meetings in Holland some place anytime agai...
- Tue Aug 20, 2013 8:35 pm
- Forum: Support and Development
- Topic: Adding more channels/data to an image?
- Replies: 3
- Views: 2594
Re: Adding more channels/data to an image?
Thanks for the suggestion raidho36, but think I'll go for an easier solution.. if there is any. I thought of something like: I store the value I want over the 4 channels, in that way I will get a number limit of 255^4=4228250625, which I think is a reasonable limit for my purpose. Kindof like: (r=20...
- Tue Aug 20, 2013 5:42 pm
- Forum: Support and Development
- Topic: Adding more channels/data to an image?
- Replies: 3
- Views: 2594
Adding more channels/data to an image?
Is it possible in löve to add more channels than the only r,g,b,a one's? Like a 5th channel that can accept any number, decimal, negative etc. which isn't contrained to a range of 0-255.
- Mon Aug 19, 2013 3:29 pm
- Forum: Support and Development
- Topic: Processor intensive tasks in löve.
- Replies: 8
- Views: 4580
Re: Processor intensive tasks in löve.
From what I've noticed recently, is that when I run a love file on my laptop which uses 100% of the processor with intense calculations, does only use up 10% of the processor of a very fast pc I ran the same love file with without any difference in FPS. The fast pc even had an fps limit of 60 for so...
- Sun Jan 13, 2013 7:51 pm
- Forum: Libraries and Tools
- Topic: voronoi patterns
- Replies: 4
- Views: 3291
Re: voronoi patterns
Ohai Gijs!! :3 It's very coincidential that I'm viewing your post right now, cuz I'm almost never on these forums. Those polygons look like church windows. What potential use could this have? Maybe like shape cutting and such. Still, neat demo. Btw, it errors at line 47 when pressing the wasd keys s...
- Sun Dec 30, 2012 3:12 pm
- Forum: Libraries and Tools
- Topic: A Basic 3D Wireframe Implementation in LÖVE
- Replies: 3
- Views: 3510
Re: A Basic 3D Wireframe Implementation in LÖVE
Wow, this 3d wireframe and cube renderer looks promising. Good job.
- Sat Dec 29, 2012 4:56 pm
- Forum: Libraries and Tools
- Topic: 3D Polygon Rendering Engine!
- Replies: 24
- Views: 10211
Re: 3D Polygon Rendering Engine!
Hundreds of polygons are indeed fine. Around 150 gives 150-200 FPS, but when making a scene you'll always be worried about polygon count limits. Like Jasoco said, converting 3D to 2D is quite easily done, but when you have thousands of triangles you'll seriously have to start worrying about the fram...