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
love::math::Math is now a singleton, so other modules can use it via
love::math::Math::instance.
Removed duplicate implementations of various rng helper functions.
ParticleSystem now uses love::math::Math's RNG.
New function: love.math.triangulate(vertices)
Accepts a table or list of x/y coordinate pairs and returns a table of tables.
The inner tables are the triangles the polygon is composed of.
Works on all *simple* polygons, i.e. a closed chain of vertices that does not
intersect itself. Attempting to triangulate non-simple polygons is undefined
behavior - in the best case it throws an error, in the worst case it returns
an invalid triangulation.
Polygons must be ordered in *clockwise order* with respect to the love
coordinate system. Attempting to triangulate a ccw polygon will throw an
error.
Examples:
triangles = love.math.triangulate(0,0, 1,1, 2,0, 2,2, 0,2)
triangles == {
{1,1, 2,0, 2,2},
{1,1, 2,2, 0,2},
{1,1, 0,2, 0,0},
}
triangles = love.math.triangulate({0,0, 1,1, 2,0, 2,2, 0,2})
-- same as above
triangles = love.math.triangulate(0,2, 2,2, 2,0, 1,1, 0,0)
-- error - polygons is in counterclockwise order
triangles = love.math.triangulate(0,0, 1,3, 2,0, 2,2, 0,2)
-- undefined behavior - polygon intersects itself (because of edge 1,3)
The module registry throws an exception when trying to register a module
instances if an instance is already registered under the same name. This
backfired in love.thread when requiring love-modules.
Module::registerInstance() registers a module instance which can later
be retrieved using Module::getInstance().
registerInstance() is called in luax_register_module().
getInstance() expects the full name (as returned by Module::getName())
of the requested module.
To do this we needed to take ThreadVariant out of love.thread, and move it to common.
This also changes event names, instead of 1/2-letter abbreviations, full names!