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Author Commit Message Labels Comments Date
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.
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
rude
Apply slime73's ParticleSystem patch.
rude
Use "L" to force wide literal string. If multi-byte character set is chosen, TEXT() does not produce a wide string, causing compilation errors.
vrld
Fix #234 again. Of course this means the texture coordinates are flipped again...
vrld
Fix bug where the compat message crashed love. If in conf.lua `t.screen' is set to false or nil, the OpenGL context will not be initialized, leading to a crash in 'Font::print()' when printing the compat message later on.
vrld
Possibly (code in issue does not fail on my machine) fix #486. Please test.
Bart van Strien
Update changelog a bit
Bart van Strien
Merge in default
Branches
minor
Bart van Strien
Make love.sound.newDecoder accept FileData, and make File->read return FileData
vrld
Fix multiplicative blend mode.
vrld
Throw error if invalid canvas type was supplied in l.g.newCanvas()
vrld
Fix Issue #476: Add HDR Canvas (thanks, Alexander Szpakowski!). * 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 …
Jay Roberts
Add math.cpp to Xcode project and fix GME framework path.
vrld
Remove ARB checks in PixelEffect::isSupported(). ARB fragment shaders shouldn't support GLSL 1.2 anyway.
vrld
Add math.cpp to VS project file
vrld
love.run(): Sleep after presenting graphics buffer. Less sluggish controls w/o vsync.
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