Commit Graph

262 Commits

Author SHA1 Message Date
vrld aedf532cdc Fix 3/4 of issue #327: memory allocation issues. 2011-11-08 23:22:48 +01:00
Bart van Strien 49ec65dbf3 Oops, didn't have a clean tree 2011-11-05 23:17:32 +01:00
Bart van Strien d8666202cd Improve compatibility check (I still can't believe robin was right) 2011-11-05 22:07:15 +01:00
vrld 9d63f08472 Make GLSL compiler messages NULL-terminated strings, even if they already are. 2011-11-04 19:08:37 +01:00
vrld cd66b01da3 Add GLSL version number check to PixelEffect::isSupported() 2011-10-26 21:17:40 +02:00
vrld f296fbb903 Add format guard 2011-10-26 21:12:17 +02:00
Bart van Strien d8b1d67a34 Centralize NPOT support check for image, export it to isSupported 2011-10-24 17:43:56 +02:00
Bart van Strien dc66ea20c1 Add SpriteBatch:set(q) and make add(q) return the index 2011-10-20 20:19:01 +02:00
Bill Meltsner 57f9cf439e Add LOVE_UNUSED macro to stamp out all those "unused parameter" warnings 2011-10-12 14:03:38 -05:00
vrld 5eb26e8f7e Probably fix issue #312. Needs more testing with intel cards. 2011-10-12 17:11:13 +02:00
vrld 51443454c2 Determine FramebufferStrategy only once 2011-10-12 17:10:04 +02:00
Bill Meltsner c5cf3fefeb that awkward moment when you forget you can't automatically allocate arrays with variable expressions in C++ 2011-10-12 00:06:15 -05:00
Bill Meltsner bc0cd3b2d5 Changing flipping broke Canvas:getImageData - fortunately, it also made it much simpler (fixes issue #311) 2011-10-11 23:29:10 -05:00
vrld ce9e694acc Make setDefaultImageFilter() not break image:setFilter() (thanks adrix89!) 2011-10-10 12:16:28 +02:00
vrld b0b9117721 Add uniform cache in pixel effect. Remove a compiler warning and debug output. 2011-10-07 14:44:57 +02:00
vrld 48137cd2e1 Fix Issue #278: Set default filter mode for new images.
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().
2011-10-07 14:44:17 +02:00
Bart van Strien bee9d49515 Add premultiplied blending 2011-10-06 15:17:21 +02:00
Bill Meltsner 4f4fbae9a5 Properly #include DrawQable in wrap_Graphics.cpp 2011-10-04 12:38:40 -04:00
Bill Meltsner 14348f6146 Create DrawQable class, make Image and Canvas DrawQable, and make love.graphics.drawq take a DrawQable as its first argument 2011-10-04 12:33:34 -04:00
Bill Meltsner 4cb247b3ea Change how Canvas is flipped and add Canvas::drawq 2011-10-04 11:34:33 -04:00
Bart van Strien 73de544d21 Add getWidth and getHeight to Canvas (issue #307) 2011-10-03 09:40:41 +02:00
Bart van Strien dc873c24f0 Some exception cleanup 2011-09-11 22:55:34 +02:00
Bart van Strien 96a5a3e402 Catch not just the generic utf8 exception, but a few specific ones as well (bug #244) 2011-09-11 12:51:34 +02:00
Bart van Strien 9199f1be5b Catch ALL the utf8 errors (bug #244) 2011-09-10 15:34:45 +02:00
vrld 65f8bcd375 Another take at issue #294, which should fix issues with nVidia cards.
According to http://www.opengl.org/wiki/Image_Formats#Depth_stencil_formats, no driver really supported an individial stencil attachment. Combined depth/stencil buffers have support since OpenGL 3.0 or with the packed_depth_stencil extension.
2011-09-08 16:09:10 +02:00
vrld 4f0028050d Fix issue #294 (really this time).
Add stencil attachment to framebuffer creation. Needed to remove depth
attachment to make it work, but that should not change anything, since depth
test is not enabled anyway. May need testing nonetheless.
2011-09-08 12:25:43 +02:00
vrld eec0250545 Fix issue #292: Can't send arrays to pixeleffects.
Arrays of numbers, vectors and matrices are supported.
2011-09-07 23:32:54 +02:00
vrld 2eb9ee20d5 Fix issue #291: Usage of unsanitized GLSL compiler errors.
Compiler errors may contain vsprintf-escape sequences, which is used by
love::Exception. Wrap errors in %s to avoid garbage output.
2011-09-07 13:52:07 +02:00
vrld d5dce6284f Fix issue #294: Canvas not working when not rendering to default render target. 2011-09-07 13:42:51 +02:00
Bart van Strien 6e630e8987 Fix width for getWrap and catch utf8 decoding errors in getWrap and getSize (issues #230 and #244) 2011-09-03 16:22:21 +02:00
Bart van Strien 190e11d016 Move wrapping to Font::getWrap and make printf use that (fixes issue #230) 2011-09-03 14:31:31 +02:00
Bart van Strien cc7b6431eb Change default segments for l.g.circle to max(10, r) 2011-08-31 12:13:06 +02:00
Bart van Strien 0d174cfb81 Fix compiler warnings 2011-08-26 12:48:57 +02:00
Bart van Strien 5c43ba2779 More float quad work (issue #285) 2011-08-25 14:06:50 +02:00
Bart van Strien b14ca78109 Add string mapping for spritebatch usage parameter (issue #264) 2011-08-24 12:11:08 +02:00
Bart van Strien f0dad41f39 Switch quads over to floats instead of ints (issue #285) 2011-08-24 09:58:16 +02:00
vrld ec2cf3fbe9 Rename Mask to Stencil 2011-08-12 15:31:48 +02:00
vrld cbe2d12db7 Use singular in l.g.isSupported() 2011-08-12 15:11:04 +02:00
vrld af1e8761fa Change l.g.isSupported('framebuffer') to l.g.isSupported('canvas') 2011-08-12 14:45:55 +02:00
vrld 28b4008797 Rename Framebuffer to Canvas (issue #263). Move error reporting code.
Error reporting now resides in Graphics::newCanvas() instead of the
previous location wrap_newFramebuffer(). Changed error text for
"Error in implementation" to point to a possible fix.
2011-08-12 14:41:18 +02:00
rude 873a99aba1 Add missing #include in VertexBuffer.cpp. 2011-08-12 13:38:42 +02:00
rude 480f936815 Added 'VertexBuffer' abstraction. SpriteBatches are now always supported.
Also improved memory usage in SpriteBatch. (No need to retain full copy of
sprites in memory. Can read that data back later to save data from OpenGL
context destruction).
2011-08-12 11:35:14 +02:00
Bart van Strien 4165ac7e66 Add love.event.quit 2011-08-06 14:22:00 +02:00
Bart van Strien 620d359331 Add getRenderTarget (issue #257) 2011-08-06 14:16:28 +02:00
rude 9a4b921605 Particles now have fixed origin. (ParticleSystem::SetPosition will only affect
new particles, and existing particles will not gravitate against the new point).

This is another requirement to implement ParticleSystem in GLSL.
2011-07-24 18:47:13 +02:00
rude 1274b5d55a Do not allow more than eight sizes and colors in ParticleSystem. This makes it
less impossible to implement ParticleSystem as a vertex shader in the future.
2011-07-24 18:40:22 +02:00
rude e1d1ebb2f1 Fix warnings in MSVC 2010. 2011-07-24 18:32:11 +02:00
Bart van Strien 3c5c4ee604 Add SpriteBatch support to love.graphics.isSupported 2011-07-24 15:37:02 +02:00
Bart van Strien bd2b190a19 Add love.graphics.isSupported
Replaces love.graphics.hasPixelEffects and also does framebuffer support.

Also fixed 4 compiler warnings.
2011-07-24 15:21:52 +02:00
vrld 7b6836466e Add missing files 2011-07-24 14:08:11 +02:00