Search found 4 matches
- Sun Aug 15, 2021 12:27 am
- Forum: General
- Topic: How to do pixel-perfect rendering in löve?
- Replies: 14
- Views: 17103
Re: How to do pixel-perfect rendering in löve?
Instead of pre-deciding on a fixed resolution with black bars around, I adapt to any screen size and orientation. Scaling only by integer multiples (for square pixels), but drawing the upscaled canvas such that the edgemost 1 pixel on all sides "bleeds" outside the screen. That is, the vi...
- Sun Aug 15, 2021 12:25 am
- Forum: General
- Topic: How to do pixel-perfect rendering in löve?
- Replies: 14
- Views: 17103
Re: How to do pixel-perfect rendering in löve?
If by "pixel perfect" you mean each pixel is a square with sharp borders, people usually use something like Push for this. https://love2d.org/forums/viewtopic.php?f=5&t=80738 The idea behind Push is to render to a canvas of a smaller resolution, then render that canvas to the screen a...
- Sat Aug 14, 2021 8:10 am
- Forum: Support and Development
- Topic: Implementing save data
- Replies: 32
- Views: 23155
Re: Implementing save data
Easy to prevent arbitrary code execution by not including [icode]return[/icode] in the file and just concatenating it in the loader instead.
- Sat Aug 14, 2021 7:38 am
- Forum: General
- Topic: How to do pixel-perfect rendering in löve?
- Replies: 14
- Views: 17103
How to do pixel-perfect rendering in löve?
As the title suggests, I'd like to have my pixel-art game perform pixel perfect rendering. The common way to do this is to render everything at a low resolution and upscale it using nearest-neighbour.
What's the best way to do this in löve?
What's the best way to do this in löve?