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Re: GLSL in Löve
Posted: Sat Jul 11, 2009 8:08 pm
by ElliottB
Could always consider Cg. nVidia's Cg toolkit works for both openGL and DirectX. It's also cross platform (Windows, Linux, Mac).
http://developer.nvidia.com/object/cg_toolkit.html
Performance loss over directly doing shaders in HLSL or GLSL is, with most modern hardware, negligible. Also works on both nVidia and ATI cards.
Re: GLSL in Löve
Posted: Sat Jul 11, 2009 11:03 pm
by SnakeFace
I really want dynamic lighting implemented now
perhaps integrated into box2d?
Re: GLSL in Löve
Posted: Tue Dec 15, 2009 2:57 am
by Magitek
Pump for some kind of shader support.
My game is going to look awful without it, unless I double the texture resolution. Which brings my game from 170mb(256x256x16) to an unacceptable 600mb(512x512x16). Just for the terrain. My terrain is dynamically generated and not loading from static textures, so I can't simply "unload" them without destroying performance.
Re: GLSL in Löve
Posted: Tue Dec 29, 2009 12:29 pm
by Geti
I was thinking this the other day, when wanting to get that 2x pixel style. obviously you can do workarounds for something like that, and you could use shaders for so much more, but just putting in my support, at least for reading the colour of a pixel on the screen (so we can do our own shaders at the end of draw that could use points rather than pixels.). that would probably kill performance pretty well though.