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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 pixelstilecanvas=love.graphics.newCanvas(400,240)
--main loop functionsfunctionlove.load()
love.graphics.setCanvas(tilecanvas)
love.graphics.print("hello world",0,10)
love.graphics.setCanvas()
endfunctionlove.draw(screen)
ifscreen~="bottom" then--top screenlove.graphics.setColor(1,1,1)
love.graphics.draw(tilecanvas,0,0)
--love.graphics.print("hello world",0,10)else--bottom screenendend
Console
Nintendo 3DS
Firmware Version(s)
11.17.0-50u
Custom Firmware Version
13.0.2
Execution Method
Homebrew Menu
Code of Conduct
I have read the Code of Conduct and agree to these terms
The text was updated successfully, but these errors were encountered:
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
The text was updated successfully, but these errors were encountered: