OpenGL ES fix and proper sizes for the icons
@@ -1,6 +1,6 @@
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<?xml version="1.0" encoding="utf-8"?>
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<manifest package="org.love2d.android"
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android:versionCode="20"
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android:versionCode="21"
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android:versionName="0.10.1"
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android:installLocation="auto" xmlns:android="http://schemas.android.com/apk/res/android">
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<uses-permission android:name="android.permission.INTERNET"/>
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@@ -47,6 +47,7 @@ specific fixes are:
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* Added a new love.conf flag t.externalstorage, which determines whether files are saved in internal or external storage on Android devices.
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* Fixed audio on Android to pause when the app is inactive, and resume when the app becomes active again.
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* Fixed a driver bug on some Android devices which caused all objects to show up as black.
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* Fixed love.graphics.clear(colortable) causing crashes on OpenGL ES 2 systems when a Canvas is active.
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* New icons
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0.10.0:
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@@ -20,6 +20,7 @@ Released: N/A
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* Fixed RandomGenerator:random crashing if a nil 'self' is used.
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* Fixed loading BMFont files which have characters with 0 width or height (a space character, for example).
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* Fixed love.graphics.newFont causing crashes if FileData is passed in.
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* Fixed love.graphics.clear(colortable) causing crashes on OpenGL ES 2 systems when a Canvas is active.
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* Fixed a driver bug on some Android devices which caused all objects to show up as black.
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* Fixed a driver bug on Windows with AMD graphics cards where love.graphics.clear would not always work.
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* Fixed Shader:sendColor incorrectly converting alpha values from sRGB to linear RGB when gamma-correct rendering is enabled.
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@@ -461,17 +461,23 @@ void Graphics::clear(const std::vector<OptionalColorf> &colors)
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if (colors.size() == 0)
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return;
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if (states.back().canvases.size() == 0)
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size_t numcanvases = states.back().canvases.size();
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if (numcanvases > 0 && colors.size() != numcanvases)
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throw love::Exception("Number of clear colors must match the number of active canvases (%ld)", states.back().canvases.size());
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// We want to take the single-color codepath if there's no active Canvas, or
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// if there's only one active Canvas. The multi-color codepath (in the loop
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// below) assumes MRT functions are available, and also may call more
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// expensive GL functions which are unnecessary if only one Canvas is active.
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if (numcanvases <= 1)
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{
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if (colors[0].enabled)
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clear({colors[0].r, colors[0].g, colors[0].b, colors[0].a});
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clear(colors[0].toColor());
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return;
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}
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if (colors.size() != states.back().canvases.size())
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throw love::Exception("Number of clear colors must match the number of active canvases (%ld)", states.back().canvases.size());
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bool drawbuffermodified = false;
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for (int i = 0; i < (int) colors.size(); i++)
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@@ -66,6 +66,8 @@ public:
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{
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float r, g, b, a;
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bool enabled;
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Colorf toColor() const { return Colorf(r, g, b, a); }
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};
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Graphics();
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After Width: | Height: | Size: 34 KiB |
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Before Width: | Height: | Size: 21 KiB After Width: | Height: | Size: 3.6 KiB |
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Before Width: | Height: | Size: 13 KiB After Width: | Height: | Size: 2.3 KiB |
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Before Width: | Height: | Size: 31 KiB After Width: | Height: | Size: 4.8 KiB |
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Before Width: | Height: | Size: 52 KiB After Width: | Height: | Size: 7.5 KiB |
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Before Width: | Height: | Size: 73 KiB After Width: | Height: | Size: 10 KiB |