LÖVE + Mavericks and Geometry Viewports? [0.9.0]
Posted: Tue Oct 22, 2013 6:46 pm
I heard a while back that there were problems with SDL on OS X Mavericks, and then when Apple announced Mavericks and the developer builds came out, people were having trouble with Mavericks and LÖVE. Mavericks is a huge (and free) update to OS X, but if I update now, will everything with LÖVE and SDL and stuff still work OK? Are there any work arounds?
Secondly, I want to ask about Geometry. As you may know, to update the viewport of a quad all you have to do is "Quad:setViewport(x, y, w, h)", but I can't see any way to do this with Geometry. In my case, I have a background, and I want to make the background image fill the background. I could have easily done this with quads, and the dynamic resizing would be really easy as well... if you changed it to a pre-set resolution inside the game. But, how can I do this in 0.9.0 using geometries? Is there no current way to do this? I'm trying to optimise my project for 0.9.0 as I'm developing it, so I don't have to do it later. If you don't know what I mean, here is an example:
If you need me to clarify any more I'd be more than happy too :-)
Secondly, I want to ask about Geometry. As you may know, to update the viewport of a quad all you have to do is "Quad:setViewport(x, y, w, h)", but I can't see any way to do this with Geometry. In my case, I have a background, and I want to make the background image fill the background. I could have easily done this with quads, and the dynamic resizing would be really easy as well... if you changed it to a pre-set resolution inside the game. But, how can I do this in 0.9.0 using geometries? Is there no current way to do this? I'm trying to optimise my project for 0.9.0 as I'm developing it, so I don't have to do it later. If you don't know what I mean, here is an example:
Code: Select all
-- Let's pretend I have a quad already made called "bg".
lk = love.keyboard
function love.update(dt)
if lk.isDown("a") then
love.graphics.setMode(1280, 800)
bg:setViewport(0, 0, love.graphics.getWidth(), love.graphics.getHeight()) -- This resets the viewport to fill the new screen dimensions.
end
end