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A simple resolution-handling library for LÖVE

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Use case: Complex render that changes very rarely. Canvas should not be cleared every cycle but only when a redraw should occur. Implementation: Ability to retain canvas contents between a...

Hello, First, I would like to thank you guys for both the initial library and the version `1.0` contributions, which significantly improved an already incredible library. ### The Issue I'm...

**Original PR: #44** * Rewrote push to take advantage of local variables and functions instead of including non-API values in its own table. I also made it so that push...

enhancement

Fixes two small bugs with the window sizes when fullscreening; see commits for details

Couldn't use multiple shaders with dev branch. Updated multiple-shaders example and reverted the variable name, which seems to fix the issue with multiple shaders.

I spent a while troubleshooting this issue. I'm not positive about the wording but the inability to use love.graphics.reset() between push:start() and push:finish() is useful to include as a disclaimer.

The minimal code to reproduce the issue: function love.load() push = require 'push' push:setupScreen(1920, 1080, 0, 0) end function love.draw() push:start() love.graphics.rectangle('fill',10,10,100,100) push:finish() end A window running at my desktop...

Running this code: function love.load() push = require 'push' push:setupScreen(1920, 1080, 0, 0,{ fullscreen = true, }) font50 = love.graphics.newFont(50) end function love.draw() push:start() love.graphics.print({{0,255,0,255}, 'FPS: ' .. tostring(love.timer.getFPS())}, font50)...

When the game dimensions are a different aspect ratio than the screen dimensions, all canvases are drawn shifted relative to what they should be. It was an issue that was...

Title says it all really, if you use an internal canvas and draw to it, resizing the external window also changes the size of those internal canvases