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love.graphics.newParticleSystem now uses a default buffer size of 1000 (issue #598)
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@@ -593,7 +593,7 @@ std::string Shader::getGLSLVersion()
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const char *tmp = 0;
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// GL_SHADING_LANGUAGE_VERSION isn't available in OpenGL < 2.0.
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if (GL_VERSION_2_0)
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if (GL_VERSION_2_0 || GLEE_ARB_shading_language_100)
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tmp = (const char *) glGetString(GL_SHADING_LANGUAGE_VERSION);
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if (tmp == 0)
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@@ -157,7 +157,7 @@ int w_present(lua_State *)
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int w_setIcon(lua_State *L)
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{
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Image *image = luax_checktype<Image>(L, 1, "Image", GRAPHICS_IMAGE_T);
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Image *image = luax_checkimage(L, 1);
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try
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{
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instance->setIcon(image);
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@@ -543,7 +543,7 @@ int w_newImageFont(lua_State *L)
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int w_newSpriteBatch(lua_State *L)
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{
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Image *image = luax_checktype<Image>(L, 1, "Image", GRAPHICS_IMAGE_T);
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Image *image = luax_checkimage(L, 1);
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int size = luaL_optint(L, 2, 1000);
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SpriteBatch::UsageHint usage = SpriteBatch::USAGE_DYNAMIC;
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if (lua_gettop(L) > 2)
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@@ -566,8 +566,8 @@ int w_newSpriteBatch(lua_State *L)
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int w_newParticleSystem(lua_State *L)
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{
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Image *image = luax_checktype<Image>(L, 1, "Image", GRAPHICS_IMAGE_T);
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int size = luaL_checkint(L, 2);
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Image *image = luax_checkimage(L, 1);
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int size = luaL_optint(L, 2, 1000);
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ParticleSystem *t = instance->newParticleSystem(image, size);
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luax_newtype(L, "ParticleSystem", GRAPHICS_PARTICLE_SYSTEM_T, (void *)t);
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return 1;
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