Tim Anema
7c0d9a604b
Merge pull request #43 from xiejiangzhi/master
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love11.2 It's based on other PRs
2019-09-09 09:16:45 -04:00
jiangzhi.xie
600d02ca63
Fix body shadow
2019-09-08 13:15:48 +08:00
jiangzhi.xie
9d48adb46b
Fix colors
2019-09-08 12:44:10 +08:00
Jakub Bucko
55a11df182
removed unnecessary debug variable
2019-06-20 19:34:25 +02:00
Jakub Bucko
99e1f49891
correction of correction :)
2019-06-20 19:29:30 +02:00
Jakub Bucko
27b40830ad
correction
2019-06-20 19:27:57 +02:00
Jakub Bucko
cd5ac35662
Love 11.2
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Now it runs with Love 11.2, but 'phosphor.glsl' should be revised.
2019-06-20 19:20:55 +02:00
achjaj
eaade0dd3c
Merge pull request #1 from achjaj/new_version
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"New version"
2019-06-20 12:35:03 +02:00
flamendless
1c69786386
fixed canvas needing stencil = true
2018-05-30 11:45:58 +08:00
flamendless
4e4d61f737
updated color range to be compatible for 11.1
2018-05-30 11:24:08 +08:00
Tim Anema
414b9b74c0
Merge pull request #31 from SpaVec/glsl-es-support
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Android compatibility
2017-07-19 08:30:00 -04:00
SpaVec
378586c406
Added compatibility with android
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Added util.loadShader - loads shaders and sets uniform variables
Fixed implicit type conversions in shaders
2017-07-17 23:01:13 +02:00
Tim Anema
2d39bb48cf
Merge pull request #25 from gukiboy/issue/24
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[Issue #24 ] main.lua file which run all examples is not working
2016-11-23 09:49:17 -05:00
gustavo kishima
bc6216b5b0
[24] main.lua file which run all examples is not working
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Due to some code change, method drawShadows() at file init.lua fails on
line 160:self.shadowShader:send('lightRange',{light.range * s}).
This happens because self.shadowShader:send() should receive a number
instead of a table.
Changing the line to 160:self.shadowShader:send('lightRange',light.range *
s) solved the issue.
2016-11-23 00:01:11 -02:00
Tim Anema
2583e421c4
Merge pull request #22 from Guard13007/patch-1
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Added light:getRange()
2016-07-25 09:01:41 -04:00
Fox
e9151e95a3
Added light:getRange()
2016-07-24 09:47:59 -07:00
Tim Anema
22f3ac5f80
note in readme about support
2016-04-26 09:24:49 -04:00
Tim Anema
127063a061
fixes for postshaders and most of the examples to use the new apis
2016-04-26 09:23:11 -04:00
Tim Anema
eedd980ff2
Merge branch 'leokaplan-port0.10'
2016-04-26 09:22:42 -04:00
Leonardo Kaplan
f0f3b8812c
ligth y fix
2016-04-24 16:09:51 +02:00
Leonardo Kaplan
f68746c108
two canvas
2016-04-24 15:38:59 +02:00
leokaplan
eeb9d91747
minor fixes over stencil
2016-02-04 17:33:22 +01:00
leokaplan
85d4fbbba7
initial port
2016-02-03 15:45:22 +01:00
Tim Anema
1cd37aebff
Merge pull request #18 from raingloom/master
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Fixed a typo in complex.lua
2015-07-24 20:57:29 -04:00
Rain Gloom
44fa3d4651
Fixed a typo in complex.lua
2015-07-25 01:02:03 +02:00
Tim Anema
b7f4af4fbc
fixed the setpoints bug where it overwrites image data
2015-03-23 09:58:55 -04:00
Tim Anema
e2e85750dc
fixing a setShadowType Bug
2015-03-11 21:18:12 -04:00
Tim Anema
7852da20d6
scaled circles and fixed complex refractions example
2015-02-18 16:20:21 -05:00
Tim Anema
6314e1907b
Merge branch 'master' of github.com:tanema/light_world.lua
2015-02-18 10:25:49 -05:00
Tim Anema
9b5765e0ed
scaling and rotation now works
2015-02-18 10:23:17 -05:00
Tim Anema
115d64f51f
working on rotation and scaling of light bodies
2015-01-30 14:35:49 -05:00
Tim Anema
23b36a710b
Merge pull request #16 from FragOnly/master
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Fixed body and light removal.
2015-01-11 20:34:37 -05:00
Michael Chabot
28b618c1fd
Fixed body and light removal.
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This is using runtime information to determine if to_kill is a body or a
light.
2015-01-11 20:01:34 -05:00
Tim Anema
2c00eb0bc7
Merge pull request #15 from willemt/master
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- fixed the shadows of polygons without 8 vertices
2015-01-11 15:05:50 -05:00
Willem Thiart
2ccda79969
fixed the shadows of polygons without 8 vertices
2015-01-11 17:49:41 +09:00
Tim Anema
691da848de
added image stencils for objects so shadows are properly stenciled, and made it so that object that dont cast shadows have shadows cast over them.
2015-01-03 22:18:48 -05:00
Tim Anema
1026092cbd
learned how to create class like things in lua finally so I took out other peoples code
2014-12-23 16:51:07 -05:00
Tim Anema
456a29ce95
set shadow blur in two examples so they look better
2014-12-22 10:25:39 -05:00
Tim Anema
e54c38d7e9
added back in the default normal maps
2014-12-22 09:35:04 -05:00
Tim Anema
d3358b0455
set direction fix for lights
2014-12-21 16:00:06 -05:00
Tim Anema
3ad6703ef0
added back shadow blur default
2014-12-21 15:53:07 -05:00
Tim Anema
4e5158601a
optimizing range checking now update is required
2014-12-21 13:14:46 -05:00
Tim Anema
5369a25a5a
forgot to add a file
2014-12-21 10:40:26 -05:00
Tim Anema
7e6e3f23df
got rid of usedless normal maps and optimizes shadow bodies
2014-12-21 10:40:07 -05:00
Tim Anema
3cafa72684
just a bit of a refactor that should be a bit of an optimizations because I wont be sending a buffer several time for no reason
2014-12-20 00:21:00 -05:00
Tim Anema
7fe549a01a
optimizations to say the least
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-cut out complicated light angle calulations and instead put in a arc
stencil
-stenciled the range of each light to optimize the shader drawing
-refactors postshaders to user proper love variables
-minimized amount of canvases
-added better functionality to my canvas util
-refactored blurring to be in one place
2014-12-19 22:54:29 -05:00
Tim Anema
6c87407a6f
took out debug box in short exammple
2014-12-11 22:00:06 -05:00
Tim Anema
485e314539
Merge branch 'master' of github.com:tanema/light_world.lua
2014-12-11 21:59:04 -05:00
Tim Anema
12b2bd8b32
added back in some options in the short example to give a better refraction example
2014-12-11 21:58:18 -05:00
Tim Anema
9272e6e2e2
added back in some options in the short example to give a better refraction example
2014-12-10 21:42:04 -05:00