This allows for more diverse and complex Geometries, provided the lover understands how to use each mode. See http://escience.anu.edu.au/lecture/cg/surfaceModeling/image/surfaceModeling015.png
Changed love.graphics.newGeometry to optionally accept vertices as individual arguments instead of just a table of vertices (resolves issue #651).
Changed Geometry:setVertex to optionally accept a table containing x,y,u,v,r,g,b,a instead of just individual arguments.
Added Geometry:set/getDrawMode.
Removed the convex-check in love.graphics.newGeometry (all geometry modes have at least some form of concavity support, lovers can do their own check if needed with love.math.isConvex.)
Added an optional "vertex map" table argument to love.graphics.newGeometry (AKA a vertex index array / element array in graphics programming lingo.)
This allows lovers to change the order in which the vertices are used when drawing, or re-use a single vertex multiple times for different parts of the Geometry.
This is especially useful in the "triangles" Geometry draw mode. The vertex map lets you draw very complex (and concave) shapes / meshes without duplicating vertex data.
Added Geometry:set/getVertexMap.
A Geometry is a collection of vertices describing a non self-intersecting
(simple) polygon. In addition to screen coordinates, the vertices have
attributes for texture coordinates (s,t) and color (r,g,b,a).
It can be used as a quad, to display distorted images, or anything in between.
Added:
^^^^^^
-- geometry from table, where table has the format:
-- info = {
-- {x,y, s,t, [r = 255, g = 255, b = 255, a = 255]}
-- {x,y, s,t, [r = 255, g = 255, b = 255, a = 255]}
-- ...
-- }
geom = love.graphics.newGeometry(info)
-- convenience wrapper for quads (same as before)
geom = love.graphics.newQuad(x,y, w,h, sw,sh)
-- retrieve vertex i (1-indexed)
x,y,s,t,r,g,b,a = geom:getVertex(i)
-- set vertex i (1-indexed)
geom:setVertex(i, x,y, s,t, [r,g,b,a])
-- flip geometry
geom:flip(x, y)
Renamed:
^^^^^^^^
love.graphics.drawq() -> love.graphics.drawg()
Removed:
^^^^^^^^
quad:setViewport()
quad:getViewport()
- added a new CompressedData type to love.image
- added love.image.isCompressed(file or data)
- love.graphics.newImage automatically tests for compression when loading a file
- added love.graphics.isSupported strings for DXT, BC5, and BC7
Compressed textures meant to be used on the GPU offer huge performance gains when
- loading the texture from a file
- loading the texture from RAM to VRAM
- loading mipmaps
- rendering
--HG--
branch : image-CompressedData
Some additional overhead was added to newScreenshot because it doesn't use glPixelTransfer (not supported in ES2 / core GL3+, and like all GL functions has the slight potential to be buggy on some drivers). This choice might be revisited in the future.
- The "replace" color mode can easily be duplicated with love.graphics.setColor(255, 255, 255)
- The current color mode has no effect when a shader is active
- Color mode functionality can easily be replicated with shaders
- OpenGL ES 2 (iOS, Android, etc) does not have the functions used by love.graphics.setColorMode
setColorMask enables or disables specific color components when rendering and clearing the screen.
For example, setColorMask(true, false, true, true) will prevent the green component of the color of all rendered objects from being written to the current frame buffer.
setColorMask is a wrapper for http://www.opengl.org/sdk/docs/man2/xhtml/glColorMask.xml
--HG--
branch : love.graphics.setColorMask
* Add `love.graphics.isSupported("hdrcanvas")' to query whether the hardware
actually supports HDR canvases.
* Add optional third argument to `love.graphics.newCanvas(w,h, type)', where
`type' is one of "normal" or "hdr" and defaults to "normal". HDR canvases
use floating point that can have values > 1 to store pixels, allowing for
HDR rendering and other higher level lighting techniques when combined with
pixel effects.
* Add `canvas:getType()'.
Example setMode invocation: love.graphics.setMode(800, 600, {fullscreen = false, vsync = true, borderless = true})
t.screen.resizable and t.screen.borderless are available in love.conf
And love.resize(w, h) gets called if it exists on a resize event.
NOTE: love.handlers.resize(w, h) does the required setMode, but that does mean a visual reload
--HG--
branch : minor
Add the somewhat lengthy named love.graphics.getDefaultImageFilter() and
love.graphics.getDefaultImageFilter(). The verbose name should point to the
fact that changing the default filter midway through the game will not affect
the images already loaded using love.graphics.newImage().