above, the contents to be drawn to screen are drawn to a canvas, which is then drawn to 0,0 with no applied scale or offset
What was Expected?
this is the same thing just drawn directly to the screen instead, with no canvas. this is also the result I get when using the canvas in love2d on my pc.
Code to Reproduce
--notice if you run this as-is that the text may appear partially past the top of the screen, with weirdly scaled pixels
tilecanvas=love.graphics.newCanvas(400,240)
--main loop functions
function love.load()
love.graphics.setCanvas(tilecanvas)
love.graphics.print("hello world",0,10)
love.graphics.setCanvas()
end
function love.draw(screen)
if screen~="bottom" then--top screen
love.graphics.setColor(1,1,1)
love.graphics.draw(tilecanvas,0,0)
--love.graphics.print("hello world",0,10)
else--bottom screen
end
end
Console
Nintendo 3DS
Firmware Version(s)
11.17.0-50u
Custom Firmware Version
13.0.2
Execution Method
Homebrew Menu
Code of Conduct
[X] I have read the Code of Conduct and agree to these terms
Software Version
3.0
What Happened?
above, the contents to be drawn to screen are drawn to a canvas, which is then drawn to 0,0 with no applied scale or offset
What was Expected?
this is the same thing just drawn directly to the screen instead, with no canvas. this is also the result I get when using the canvas in love2d on my pc.
Code to Reproduce
Console
Nintendo 3DS
Firmware Version(s)
11.17.0-50u
Custom Firmware Version
13.0.2
Execution Method
Homebrew Menu
Code of Conduct