Hello everybody,
Nelvin wrote: ↑Mon Feb 25, 2019 6:50 am
Hm, not sure - I don't use camera alike systems alot or transform objects at all (my project is using Löve 0.10.2).
But in the end, what's required would be to transform any light on the screen to just the scaled down canvas so I guess what you'd have to do is to add the scaling to your camera transform and use the resulting transform to render all the lights to the canvas, then pop the transform (including the one used by the camera) and render the lightmap scaled to the full screen.
Thanks I will try again I probably just missed something
yetneverdone wrote: ↑Mon Feb 25, 2019 8:11 am
Hmmm since it has camera, what if don't render or process light when outside the camera boundaries?
Optimization that will probably comes in a future version
yetneverdone wrote: ↑Mon Feb 25, 2019 8:11 am
Also, does it really have to integrate camera to lighting system? What if users use other full-featured camera?
Here is my thinking about that :
During development I had problems between the shader and the camera, and it appears that the two of them where linked in many ways. Now that I'm experimenting without the shader, it looses a bit of interest to have an integrated camera system BUT actually... I like it a lot, I'm looking for making Luven a good "First lib to install when starting a new Löve2D project"... And actually I read a lot of cases where the Light system is not compatible with the camera system and peoples had to do a lot of tweaks to make them work together.. No problemo with Luven
However to tell Luven to let you manage the camera, just pass "false" as a third parameter to
Code: Select all
Luven.init(screenWidth, screenHeight, useCamera)
MissDanish wrote: ↑Mon Feb 25, 2019 9:38 am
I haven't peaked into your code but an important thing to do when making a light system is to destroy all canvases when they're out of range. A canvas that is not drawn on screen will not only take up a large amount of VRAM but even GPU processing.
Thanks for your participation (and your follow on twitter
). Actually Luven use no canvas and is slow because of my poor shader knowledge, but I'm currently working on a optimized version that will use canvases, so thanks a lot for insights.
MissDanish wrote: ↑Mon Feb 25, 2019 9:38 am
I hope this helps a bit, would to see another good light system for LÖVE. I currently use Shädows which is not really ideal as it has a ton of features I don't need (like shadows).
That's it ! No shadows, Luven only bring lights to your worlds ! That's the philosophy. Glad you like the idea !
Thanks everybody, stay tuned for new version.
Regards