LÖVE 11.0 released!

General discussion about LÖVE, Lua, game development, puns, and unicorns.
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MikhailAdamenko
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Re: LÖVE 11.0 released!

Post by MikhailAdamenko »

After the update, some color combinations in graphics.setColor() not work, simple like 255 and 0 do work:

Code: Select all

function love.draw()
    love.graphics.setBackgroundColor(255, 255, 255)
    love.graphics.setColor(255, 0, 255, 1)
    love.graphics.polygon('fill', 100, 100, 200, 100, 150, 200)
end
Image

But others only output white color:

Code: Select all

function love.draw()
    love.graphics.setBackgroundColor(0, 0, 0)
    love.graphics.setColor(45, 101, 150, 1)
    love.graphics.polygon('fill', 100, 100, 200, 100, 150, 200)
end
Image

Tested on Linux - elementary OS 0.4.1
PGUp
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Re: LÖVE 11.0 released!

Post by PGUp »

xp no longer supported ? that is a bad news
-
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nikki93
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Re: LÖVE 11.0 released!

Post by nikki93 »

On iOS I had to add 'Metal.framework' to avoid linker errors about Metal-related symbols from the SDL dependency like '"_OBJC_CLASS_$_MTLTextureDescriptor", referenced from: objc-class-ref in SDL_render_metal.o'.
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Nixola
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Re: LÖVE 11.0 released!

Post by Nixola »

MikhailAdamenko wrote: Mon Apr 02, 2018 8:00 am After the update, some color combinations in graphics.setColor() not work, simple like 255 and 0 do work:

Code: Select all

function love.draw()
    love.graphics.setBackgroundColor(255, 255, 255)
    love.graphics.setColor(255, 0, 255, 1)
    love.graphics.polygon('fill', 100, 100, 200, 100, 150, 200)
end
Image

But others only output white color:

Code: Select all

function love.draw()
    love.graphics.setBackgroundColor(0, 0, 0)
    love.graphics.setColor(45, 101, 150, 1)
    love.graphics.polygon('fill', 100, 100, 200, 100, 150, 200)
end
Image

Tested on Linux - elementary OS 0.4.1
That's because the color range is now 0-1 (float) instead of 0-255 (integer) for all colors.
lf = love.filesystem
ls = love.sound
la = love.audio
lp = love.physics
lt = love.thread
li = love.image
lg = love.graphics
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MikhailAdamenko
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Re: LÖVE 11.0 released!

Post by MikhailAdamenko »

Nixola wrote: Mon Apr 02, 2018 9:00 am
MikhailAdamenko wrote: Mon Apr 02, 2018 8:00 am
That's because the color range is now 0-1 (float) instead of 0-255 (integer) for all colors.
Oh, wow, I should carefully read patch notes, thank you.
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ReFreezed
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Re: LÖVE 11.0 released!

Post by ReFreezed »

Truly awesome! Gonna play with those audio additions right away. I'm just dreading changing all the color values... Anyway, good work!
Tools: Hot Particles, LuaPreprocess, InputField, (more) Games: Momento Temporis
"If each mistake being made is a new one, then progress is being made."
MissDanish
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Re: LÖVE 11.0 released!

Post by MissDanish »

All systems I am using that utilizes canvases are broken, not talking about the blue screen errors (I fixed that) but sometimes it refuses to draw canvases it seems. There's about a 5-10% chance a canvas won't work it seems
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SiENcE
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Re: LÖVE 11.0 released!

Post by SiENcE »

Congrats! Great additions with EFX!

Is there a sample using the new functionality?

I might write another complatibility layer to 0.92.
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Jasoco
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Re: LÖVE 11.0 released!

Post by Jasoco »

raidho36 wrote: Mon Apr 02, 2018 7:53 am
eouppdru wrote: Mon Apr 02, 2018 4:50 am after updating my game to 11.0, it seems to sometimes not create canvases. it doesn't produce an error, just sometimes the canvases are all black and drawing to them does nothing.
Can confirm. Apparently it has something to do with the canvases getting garbage collected and re-created from the same memory. Also happens if you release the canvas manually. I guess the new version doesn't release GL objects properly? The last one didn't had this problem.
Me too. I noticed it happening myself. Glad to know it's not just me. Never had it with 10. Just with 11 now.
MikhailAdamenko wrote: Mon Apr 02, 2018 9:17 am
Nixola wrote: Mon Apr 02, 2018 9:00 am
MikhailAdamenko wrote: Mon Apr 02, 2018 8:00 am
That's because the color range is now 0-1 (float) instead of 0-255 (integer) for all colors.
Oh, wow, I should carefully read patch notes, thank you.
Yeah, that's like the biggest change. Took me a while to go through my whole project converting all places where colors are stored. Most were easy since I just search for setColor, but a lot of values were in tables scattered all over. A lot of trial and error, but I got my entire project converted to 11.0 and I'm happy. I think it was easier than the switch to 0.10.
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slime
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Re: LÖVE 11.0 released!

Post by slime »

I put in a fix that I believe should resolve the canvas issue: https://bitbucket.org/rude/love/commits ... 381b0767f3

There's a prebuilt Windows binary with the fix here, if people can confirm that the fix works that'd be great: https://ci.appveyor.com/project/AlexSzp ... /artifacts

nikki93 wrote: Mon Apr 02, 2018 8:28 am On iOS I had to add 'Metal.framework' to avoid linker errors about Metal-related symbols from the SDL dependency like '"_OBJC_CLASS_$_MTLTextureDescriptor", referenced from: objc-class-ref in SDL_render_metal.o'.
Thanks for the report, I think I've fixed that as well in the latest source.
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