Comments (4)
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Hi @mishraaarav04 . Please make sure you're calling push:setupScreen correctly before using the library.
You can find sample usage is in the README.md file at the root of the repository. Please let me know if that still doesn't work!
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Related Issues (20)
- Pixellation using push with love.js HOT 8
- white screen HOT 3
- Push:finish() Shader Processing After window resize or fullscreen mode HOT 4
- Properly scale love.graphics.circle? HOT 2
- Background color HOT 1
- Love 11.2 Issues HOT 3
- push:toGame return value HOT 1
- memory usage steadily increases when using canvases
- : bad argument #2 to 'windowUpdateMode' (number expected, got nil) HOT 8
- Resizing window also resizes internal cavases
- Error push.lua:48 : bad argument # 2 to 'windowUpdateMode'(number expected, got table) HOT 5
- Error HOT 1
- Error when running love, any help? HOT 2
- toReal function creates global variables HOT 1
- Canvas Transformations not Preserved when Drawn in Update()
- Setting window width/height to 0 in push:setupScreen causes blank screen HOT 2
- Performance is terrible on Android if canvas flag = true
- push:setupScreen makes the program close HOT 5
- Black bars problem and windowed mode broken
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