1. Bart van Strien
  2. love-experiments

Commits

Author Commit Message Date Builds
Boolsheet
Cutting down on some comments and fixing a bug in the vorbis seek callback.
Branches
lullaby-length
Boolsheet
Added a return to the Lua error, just to be consistent.
Branches
lullaby-length
Boolsheet
All changes of the branch in one commit.
Branches
lullaby-length
Boolsheet
Back to default.
Branches
lullaby-length
Boolsheet
Cleaned up some duplication and enforced code style.
Branches
lullaby-length
Boolsheet
Merge default in.
Branches
lullaby-length
Boolsheet
VertexBuffer is not the fastest solution when streaming very dynamic vertex data. Falling back to raw vertex arrays. Added more error checking to the particle adding code. It should also be more efficient.
Branches
particles2
vrld
More verbose VertexIndex::getType() (using numeric_limits)
Boolsheet
Added ParticleSystem:setAccelerationRelativeToEmitter. Yes, I know... Still working on the name. Some other clean upping.
Branches
particles2
Boolsheet
ParticleSystem now uses VertexBuffer and VertexIndex. Added some simple linked list for the particles. Cosmetics, as usual.
Branches
particles2
vrld
Fix: Returning wrong type in VertexIndex::getType()
vrld
Match types in VertexIndex::getType()
Boolsheet
Branch merged into default.
Branches
VertexIndex
vrld
Fix issue #517: Removing love.graphics.triangle
Branches
minor
vrld
Merge default branch
Branches
minor
vrld
Fix issue #494: Source:getDistance doesn't work
vrld
Fix issue #495: Large spritebatches doesn't render properly
vrld
Fix issue #514: Redundant if-clause in ImageData::paste
vrld
Close issue #519: Maximum stack depth reached error message.
Boolsheet
Merge default in.
Branches
VertexIndex
Boolsheet
Merge default in.
Branches
vbostrategy
vrld
Intel gets their way
vrld
Use opengl buffer ARB constistently in VertexBuffer.
vrld
VertexBuffer/SpriteBatch speed tweaks. - VertexBuffer holds permanent copy of the vertex data and is only read from GPU memory was written outside a sb:bind()/sb:unbind() pair. - "Orphan" the current GPU buffer on unmap() before uploading the changed data to the GPU to avoid implicit synchronisation lags.
Bart van Strien
Fix love.physics.getDistance
Bart van Strien
Disable love.graphics.quad
Branches
minor
Bart van Strien
Maerge in default
Branches
minor
Bart van Strien
Make second argument to setDefaultImageFilter Image:setFilter and Image:setWrap optional, and default to the first
Bart van Strien
Add Source:isPlaying
Bart van Strien
Catch possible exceptions thrown when locking a SpriteBatch twice
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