Thanks! I'll make a note about those issues.
Search found 34 matches
- Tue Aug 30, 2022 6:39 am
- Forum: Libraries and Tools
- Topic: ShaderScan - better iteration with shaders
- Replies: 4
- Views: 5065
- Mon Aug 29, 2022 4:48 am
- Forum: Libraries and Tools
- Topic: ShaderScan - better iteration with shaders
- Replies: 4
- Views: 5065
Re: ShaderScan - better iteration with shaders
Awhile back I was trying to follow Painting a Landscape with Maths in lua and wrote ShaderScan to make the workflow more enjoyable. I love hot reload, and it's even easier with shaders since they don't make your game crash! I use vim, so when the output includes the file and line number I can easily...
- Mon Aug 29, 2022 4:41 am
- Forum: Libraries and Tools
- Topic: ShaderScan - better iteration with shaders
- Replies: 4
- Views: 5065
ShaderScan - better iteration with shaders
ShaderScan provides a better iteration workflow with shaders. The library is a single file with no external dependencies. Features: reloads shaders when they're saved include shaders into other shaders handles circular include dependencies errors output correct filename and line number send uniforms...
- Mon Aug 29, 2022 4:13 am
- Forum: Support and Development
- Topic: Using #include inside shaders?
- Replies: 2
- Views: 4506
Re: Using #include inside shaders?
One option for you is to write a parser for your shaders to deal with #includes yourself Thanks for the suggestion! It worked great and I've finally extracted my solution and posted it online: shaderscan . In addition to handling includes, it outputs filenames in errors and auto reloads shaders on ...
- Sun May 01, 2022 3:22 pm
- Forum: Support and Development
- Topic: Hwo to optimize my GPU usage?[Solved]
- Replies: 2
- Views: 2704
Re: Hwo to optimize my GPU usage?[Solved]
Edit: oh, I didn't see this was solved. How'd you fix? Check out love.graphics.getStats to see the number of drawcalls. Likely, your rendering is automatically batches. Is Map() called from love.load? You could set up a profiler (see Libraries subforum for a few) to get better information about what...
- Sun May 01, 2022 12:17 am
- Forum: Libraries and Tools
- Topic: ReLove v1.1.5 - Easily make executables with icons!
- Replies: 9
- Views: 9221
Re: ReLove v1.1.5 - Easily make executables with icons!
Purely using the conf.lua or love.graphics.setIcon allows you to set the executable icon at runtime . Any fused executables will have the default LÖVE application icon in file explorer if you don't change it, which may not be desirable for commercial or serious releases. Oh, you're right. I've been...
- Sat Apr 30, 2022 11:50 pm
- Forum: Support and Development
- Topic: Using #include inside shaders?
- Replies: 2
- Views: 4506
Using #include inside shaders?
How can I #include or require() one glsl shader inside another in love2d so I don't need to copypaste common functions between shaders? I use: #include "ladybug.glsl" and I get: > ERROR: '#include' : required extension not requested: GL_GOOGLE_include_directive This answer hints that I nee...
- Thu Apr 07, 2022 3:33 pm
- Forum: Libraries and Tools
- Topic: ReLove v1.1.5 - Easily make executables with icons!
- Replies: 9
- Views: 9221
Re: ReLove v1.1.5 - Easily make executables with icons!
Could you explain what relove does that the conf variable doesn't handle? I've only used the conf for pngs so many your method supports icon. Or it works around the bug mentioned on love.graphics.setIcon (not sure if that effects the conf variable)? -- Filepath to an image to use as the window's ico...
- Mon Jan 17, 2022 4:30 am
- Forum: Support and Development
- Topic: How do I crop images?
- Replies: 2
- Views: 2647
Re: How do I crop images?
You could draw with love.graphics.setScissor to define a "window" that your drawn image is visible through.
- Fri Jan 14, 2022 5:38 am
- Forum: Support and Development
- Topic: Physics - bounce on collision instead of sliding
- Replies: 2
- Views: 5205
Re: Physics - bounce on collision instead of sliding
You might be able to solve with World:setCallbacks.
See Tutorial:PhysicsCollisionCallbacks for details.
See Tutorial:PhysicsCollisionCallbacks for details.