Search found 157 matches
- Fri Apr 20, 2012 7:49 pm
- Forum: Libraries and Tools
- Topic: lQuery
- Replies: 64
- Views: 38438
Re: lQuery
lQuery doesn't works with love 0.8... So sad. I even does not know why.
- Fri Apr 20, 2012 7:46 pm
- Forum: General
- Topic: LÖVE 0.8.0 Released
- Replies: 85
- Views: 164768
Re: LÖVE 0.8.0 Released
Compilation bugs:
/usr/bin/ld: cannot find -lmng
/usr/bin/ld: cannot find -lXpm
/usr/bin/ld: cannot find -lXxf86vm
configure doesn't check this.
Also I think you need to add 0.72-compatibility mode. All games does not work with new love:(
/usr/bin/ld: cannot find -lmng
/usr/bin/ld: cannot find -lXpm
/usr/bin/ld: cannot find -lXxf86vm
configure doesn't check this.
Also I think you need to add 0.72-compatibility mode. All games does not work with new love:(
- Tue Apr 17, 2012 6:42 pm
- Forum: Support and Development
- Topic: Share a Shader!
- Replies: 328
- Views: 619447
Re: Share a Shader!
All 3D demos: Apple, 704, etc...
- Sun Apr 15, 2012 1:37 pm
- Forum: Support and Development
- Topic: Share a Shader!
- Replies: 328
- Views: 619447
Re: Share a Shader!
Raycast is too slow. Look at shader toy demos, they are fast and pretty.
- Sat Nov 26, 2011 10:30 pm
- Forum: Support and Development
- Topic: Share a Shader!
- Replies: 328
- Views: 619447
Re: Share a Shader!
For example, lighting. You use in game bumpmapping, parallax and so on. Some vector computation may be done in vertex shader: light and mouse coordinates, normals.
- Sat Nov 26, 2011 9:56 pm
- Forum: Support and Development
- Topic: Share a Shader!
- Replies: 328
- Views: 619447
Re: Share a Shader!
Information for consideration. You do not allow the programmer to modify the vertex shader, but the video card uses vertex and pixel processors separately (for video cards without unified shader processors). That means you can do some calculations on the vertex processor instead pixel processor to m...
- Sat Nov 19, 2011 12:00 am
- Forum: Support and Development
- Topic: Share a Shader!
- Replies: 328
- Views: 619447
Re: Share a Shader!
The thing I don't quite understand is how one conceives the formula of the distance field: number h(vec3 q) { number f = distance(q, vec3(cos(time)+sin(time*.2), .3, 2.+cos(time*.5)*.5) ); f *= distance( q, vec3(-cos(time*.7), .3,2. + sin(time*.5)) ); f *= distance( q, vec3(-sin(time*.2) * .5, sin(...
- Fri Nov 18, 2011 6:29 pm
- Forum: Support and Development
- Topic: Share a Shader!
- Replies: 328
- Views: 619447
Re: Share a Shader!
So there is this gallery of webgl shader experiments , including simple games , and some pretty amazing ray casting thingies. As it turns out, those demos are pretty easy to port to PixelEffects, so I ported a more simple looking (code wise) demo. I annotated some of the code to make it more unders...
Re: Fonts
To display ttf fonts.
Fonts
http://oglft.sourceforge.net/
Possible, best solution? I'd like to include this into my engine.
Possible, best solution? I'd like to include this into my engine.