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Right now SpriteBatch is using a vector2 for the mid-point of the screen, to determine the orthographic projection. Using projection and transformation matrices will make it easier to work with camera…
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Hello, i came across an issue with negative Width and Height while drawing RectangleF or using it for Collision Detection.
For example, when the shooting direction is to the upperleft corner starting…
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ghost updated
8 years ago
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**[Original report](https://bitbucket.org/rude/love/issue/1183) by mkdxdx (Bitbucket: [mkdxdx](https://bitbucket.org/mkdxdx), GitHub: [mkdxdx](https://github.com/mkdxdx)).**
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**Describe the bug**
Hello there, I want to create a multiplayer 2d platformer using socket.io on Client-side (libgdx, Java based).
And using node.js on the server side.
The problem begins when I t…
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Its quite simple realy, and I guess best explained by some screenshots:
this is how the rendering works if i only use `Vertex`- / `IndexBuffer`s + `DrawInstancedPrimitives`:
![instancing working f…
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This is a proposal for the implementation and discussion, of a irregular rectangle draw call or in reality a spritebatched quad type draw overload to be added to spritebatch.
I had previously ment…
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There is a link to a working implementation for this suggestion right before the Benchmark section of this post. Yes, i have read some previous takes on this, like #4398. This solution gets by without…
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``SpriteBatch`` and it's shaders could be made to leverage a per-sprite array index in addition to texture UVs to be able to pack textures into a 2D texture array. This would require Direct3D hardware…
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## General topics
### Language and engine
- [x] Lua
- [x] Explore debugging
- [ ] LuaJIT
- [ ] tiny bit of C/C++
- [ ] LOVE
- [ ] LOVE - SpriteBatch
- [ ] LOVE awesome list -- finished Entity
###…