love.graphics.print doesn't do anything
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Re: love.graphics.print doesn't do anything
I downloaded version 0.10.2 and it seems to be working correctly. That's good enough for one game, I guess. Does it also require opengl 2.1? I don't want to run into a problem mid-development.
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Re: love.graphics.print doesn't do anything
Ah crap this is probably related to the bug in version 11.0?
viewtopic.php?f=3&t=85051&start=20#p219603
This was patched by slime and can be downloaded from his apveyor account in that post. I think this hasn't been published on the front page yet.
Try that out, if it works then we know whats up.
But I know there is a reference in the version notes for 11.0 that opengl requirements have changed.
It also occurs to me that your current drivers for your g-card may support a higher version of opengl, such as 2.1, which might explain something?
I just tried this application out:
http://realtech-vr.com/admin/glview
It needs .net 4.0 to run and shows your graphics renderer and the opengl version that your system supports.
viewtopic.php?f=3&t=85051&start=20#p219603
This was patched by slime and can be downloaded from his apveyor account in that post. I think this hasn't been published on the front page yet.
Try that out, if it works then we know whats up.
But I know there is a reference in the version notes for 11.0 that opengl requirements have changed.
It also occurs to me that your current drivers for your g-card may support a higher version of opengl, such as 2.1, which might explain something?
I just tried this application out:
http://realtech-vr.com/admin/glview
It needs .net 4.0 to run and shows your graphics renderer and the opengl version that your system supports.
Last edited by drunken_munki on Mon Apr 09, 2018 10:14 am, edited 1 time in total.
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Re: love.graphics.print doesn't do anything
If it is, then apparently it wasn't just canvases that were affected, but font rendering as well; people just assumed since the test cases utilized canvases anyway, and if those don't show anything, the printed text wouldn't show up either...
You mean this line?drunken_munki wrote: ↑Mon Apr 09, 2018 10:05 am But I know there is a reference in the version notes for 11.0 that opengl requirements have changed.
That's still an opt-in thing, meaning it's not mandatory.wiki wrote: Added per-Shader opt in support for the GLSL 3.30 and GLSL ES 3.00 shading languages.
Me and my stuff True Neutral Aspirant. Why, yes, i do indeed enjoy sarcastically correcting others when they make the most blatant of spelling mistakes. No bullying or trolling the innocent tho.
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Re: love.graphics.print doesn't do anything
zorg wrote: ↑Mon Apr 09, 2018 10:09 am If it is, then apparently it wasn't just canvases that were affected, but font rendering as well; people just assumed since the test cases utilized canvases anyway, and if those don't show anything, the printed text wouldn't show up either...You mean this line?drunken_munki wrote: ↑Mon Apr 09, 2018 10:05 am But I know there is a reference in the version notes for 11.0 that opengl requirements have changed.That's still an opt-in thing, meaning it's not mandatory.wiki wrote: Added per-Shader opt in support for the GLSL 3.30 and GLSL ES 3.00 shading languages.
I think it was "Updated love.graphics to support Core Profile OpenGL 3.3+ when available."
Though I have no idea what this means
Doing some digging on the web:
"OpenGL(R) 3.0 introduced the concept of deprecation. A whole bunch of functionallity that can be implemented in software on either the CPU side or in shaders got marked for removal in future versions (i.e. 3.1).
Core profile means OpenGL(R) minus the deprecated functions, compatibillity profile means OpenGL(R) with the deprecated functions. The word compatibillity is meant in regard to older software, not older hardware. (CAD vendors didn't want to rewrite their decade old cruft)"
So what does 'when available' mean in the patch notes, and is this working correctly? If it is, and Love is falling to compatibility-profile (2.1) then I got nothing.
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Re: love.graphics.print doesn't do anything
In short, "Updated love.graphics to support Core Profile OpenGL 3.3+ when available." means that if the GPU supports OpenGL 3.3, then löve will use it, otherwise it will use 2.1; all those core and compatibility profiles are things a löve user shouldn't worry too much about.
Me and my stuff True Neutral Aspirant. Why, yes, i do indeed enjoy sarcastically correcting others when they make the most blatant of spelling mistakes. No bullying or trolling the innocent tho.
Re: love.graphics.print doesn't do anything
Unfortunately, this didn't fix the issue either.drunken_munki wrote: ↑Mon Apr 09, 2018 10:05 amviewtopic.php?f=3&t=85051&start=20#p219603
This was patched by slime and can be downloaded from his apveyor account in that post. I think this hasn't been published on the front page yet.
Try that out, if it works then we know whats up.
I ran the application and under the OpenGL section of the summary it says: "version: 3.3". Does that actually mean my hardware can support version 3.3?drunken_munki wrote: ↑Mon Apr 09, 2018 10:05 am It also occurs to me that your current drivers for your g-card may support a higher version of opengl, such as 2.1, which might explain something?
I just tried this application out:
http://realtech-vr.com/admin/glview
It needs .net 4.0 to run and shows your graphics renderer and the opengl version that your system supports.
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