drawing lines, but not images (just fills color).
How to draw images and drawable-primitives with one shader? How to find what no have texture coordinates?
if settings.effect ~= 0 then love.graphics.setPixelEffect(effects[settings.effect]) end
love.graphics.draw(image);
love.graphics.setColor(255,255,255,255)
love.graphics.rectangle('fill',0,0,200,100)
love.graphics.setPixelEffect()
The issue is that you're using LÖVE 0.8.0 (which has been superseded for over half a year already.) What I said only applies to 0.9.0 and newer - update your LÖVE! You'll need to update your code too, but it's worth it.
slime wrote:The issue is that you're using LÖVE 0.8.0 (which has been superseded for over half a year already.) What I said only applies to 0.9.0 and newer - update your LÖVE! You'll need to update your code too, but it's worth it.
To add to this, updating your code will not take long at all. I had a quite huge project that took 5-10min or so to convert.
If the shapes you're showing are meshes, using vertices, then you should look into vertex shaders.
Vertex shaders can take a vertex and move it somewhere else, think of it as "positioning" objects.
However, it's not quite clear what you want to do: Are the shapes moving? Do you know exactly where the shapes are? Or are they somewhere else every time?
In any case, the method above is not the best way to go - instead, create the shapes in Lua and then move them in Lua.
Or why does it need to be in glsl (why on the graphics card?)
It took me a couple look overs to see what was happening.
The shapes from the top image are "smeared" downward. Kinda like how lighting creates a shadow, this is kinda what's happening here. Except It's not like a point light, it's like a wave of light or something from the top.
I am very unfamiliar with working with shaders, and in no way can manipulate them to do something that I would like without basically copying someone else. So when I saw it yesterday, I passed it by.