It now defers uploading the uniforms to the program object until the shader becomes active again, instead of activating the shader program and deactivating it each time Shader:send is called.
--HG--
branch : minor
The above are batched together into a single draw call when called without other drawing calls in between, as long as the following criteria are met:
- The texture is the same.
- The primitive type is the same (points cannot be batched with non-points).
- The love.graphics state is the same (aside from the current color - i.e. setColor - and the transform state).
- The active shader’s uniform values are the same.
You can examine the ‘drawcalls’ field of love.graphics.getStats() to help determine if your code is allowing for optimum batching.
--HG--
branch : minor
Use Source:setFilter(type, params...) to set a filter.
Use Source:setFilter() to detach the current filter.
Use Source:getFilter() to get the currently set filter (or nil).
Squashed from pull request 27, and the clean-pr27 branch in love-experiments.
--HG--
branch : minor
Instead of a global type enum and bitfield, all types now have their own
love::Type static member. This means they automatically assign their ids, build
their bitsets, etc. As a bonus, it simplifies wrapper code since most functions
already know which type they're pushing to or getting from lua, so they can
directly get the static member (if it's called 'type').
--HG--
branch : minor
- Added Mesh:attachAttribute(name, mesh, nameInMesh) which retargets the attribute name in the specified Mesh (3rd argument) to a new name for this mesh (1st argument).
- Added Mesh:attachAttribute(name) which detaches any attached attributes from other meshes for that attribute name.
--HG--
branch : minor
love.graphics.getSupported():
- Added “fullnpot” field, is true everywhere except on some older mobile devices. If false, mipmapping and wrap modes other than “clamp” can’t be used on non-power-of-two sized textures.
- Added “pixelshaderhighp” field, is true everywhere except some older mobile devices. If false, “highp” precision can’t be used in pixel shaders and love will default to “mediump” instead.
love.graphics.getSystemLimits():
- Added “anisotropy” field, gets the maximum amount of anisotropy you can specify in Texture:setFilter. love will clamp anisotropy arguments greater than this value.
--HG--
branch : minor
- Added love.math.newTransform.
- Added love.graphics.applyTransform and love.graphics.replaceTransform.
- love.graphics.draw/print/printf, Text:add/addf, and SpriteBatch:add can accept a Transform argument.
- love.graphics.push can accept an optional Transform as a second argument, which will apply the Transform after pushing the matrix stack,
- Shader:send can accept Transform objects when sending to a mat4 uniform variable.
--HG--
branch : minor
Also allow arrays of images/samplers in shaders, although driver support is iffy and you have to index into the array using a compile-time constant (which might exclude loop indexing).
--HG--
branch : minor