OpenGL ES fix and proper sizes for the icons

This commit is contained in:
Martin Felis
2016-02-14 14:14:31 +01:00
parent 7459285690
commit 8244228004
11 changed files with 16 additions and 6 deletions
+1 -1
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@@ -1,6 +1,6 @@
<?xml version="1.0" encoding="utf-8"?>
<manifest package="org.love2d.android"
android:versionCode="20"
android:versionCode="21"
android:versionName="0.10.1"
android:installLocation="auto" xmlns:android="http://schemas.android.com/apk/res/android">
<uses-permission android:name="android.permission.INTERNET"/>
+1
View File
@@ -47,6 +47,7 @@ specific fixes are:
* Added a new love.conf flag t.externalstorage, which determines whether files are saved in internal or external storage on Android devices.
* Fixed audio on Android to pause when the app is inactive, and resume when the app becomes active again.
* Fixed a driver bug on some Android devices which caused all objects to show up as black.
* Fixed love.graphics.clear(colortable) causing crashes on OpenGL ES 2 systems when a Canvas is active.
* New icons
0.10.0:
+1
View File
@@ -20,6 +20,7 @@ Released: N/A
* Fixed RandomGenerator:random crashing if a nil 'self' is used.
* Fixed loading BMFont files which have characters with 0 width or height (a space character, for example).
* Fixed love.graphics.newFont causing crashes if FileData is passed in.
* Fixed love.graphics.clear(colortable) causing crashes on OpenGL ES 2 systems when a Canvas is active.
* Fixed a driver bug on some Android devices which caused all objects to show up as black.
* Fixed a driver bug on Windows with AMD graphics cards where love.graphics.clear would not always work.
* Fixed Shader:sendColor incorrectly converting alpha values from sRGB to linear RGB when gamma-correct rendering is enabled.
@@ -461,17 +461,23 @@ void Graphics::clear(const std::vector<OptionalColorf> &colors)
if (colors.size() == 0)
return;
if (states.back().canvases.size() == 0)
size_t numcanvases = states.back().canvases.size();
if (numcanvases > 0 && colors.size() != numcanvases)
throw love::Exception("Number of clear colors must match the number of active canvases (%ld)", states.back().canvases.size());
// We want to take the single-color codepath if there's no active Canvas, or
// if there's only one active Canvas. The multi-color codepath (in the loop
// below) assumes MRT functions are available, and also may call more
// expensive GL functions which are unnecessary if only one Canvas is active.
if (numcanvases <= 1)
{
if (colors[0].enabled)
clear({colors[0].r, colors[0].g, colors[0].b, colors[0].a});
clear(colors[0].toColor());
return;
}
if (colors.size() != states.back().canvases.size())
throw love::Exception("Number of clear colors must match the number of active canvases (%ld)", states.back().canvases.size());
bool drawbuffermodified = false;
for (int i = 0; i < (int) colors.size(); i++)
@@ -66,6 +66,8 @@ public:
{
float r, g, b, a;
bool enabled;
Colorf toColor() const { return Colorf(r, g, b, a); }
};
Graphics();
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