- Add t.renderers and t.excluderenderers love.conf fields. They can be an array of renderer names.
- Add --renderers a,list,of,renderernames and --excluderenderers more,renderers argument options.
love's pre-generated quad index buffer is useful when combined with drawShaderVertices. Note that it uses 16 bit indices so it can only draw up to 16k quads in a single call.
It draws a number of vertices, or a number of indices from an index buffer, without using any vertex data from a vertex buffer. A custom shader is required while using it.
It is useful when a custom GLSL3 vertex shader which uses love_VertexID is used to pull or compute per-vertex information from other sources.
- rx and ry parameters are set to 0 if they're negative.
- automatic points calculation doesn't cause an unnecessarily large amount of points when rx or ry are greater than half the rectangle's size.
If a shader uses gl_PointSize then it can only be used when drawing points. If a shader doesn't use gl_PointSize then it can't be used when drawing points.
Added 'ConstantPointSize' and 'CurrentDPIScale' built-in shader uniforms.
ConstantPointSize is in DPI-scaled points, whereas gl_PointSize is in pixels, so to get the correct default behaviour a shader needs to do gl_PointSize = ConstantPointSize * CurrentDPIScale
Allows buffers created with love.graphics.newBuffer to only allocate VRAM data. Previously they had a copy of their contents in RAM.
Also makes it easier to implement Buffers in other graphics APIs and to implement more types of Buffers in the future.
GLSL 3+ shaders can read from texel buffers by declaring a uniform samplerBuffer variable and calling texelFetch with a 0-based index, in the shader code. All attributes in a texel buffer's format array must have the same data format (e.g. all 'floatvec4' formats).
Shader:send accepts a texel Buffer for samplerBuffer uniforms.
Added 'texelbuffer' to love.graphics.getSupported (requires GLSL 3+ and desktop OpenGL).
Added 'texelbuffersize' to love.graphics.getSystemLimits. Returns the max number of values in a texel buffer (array length multiplied by the number of attributes declared in the buffer's format array).