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Re: C++ hardware resize (black borders)
My apologies! I'm not sure why I didn't catch the fix that was posted in this thread.
Posted on February 23, 2012 at 4:07 PM
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Re: SSL/TLS question for HughIt looks like this is an issue which appears if you try to compile for "armv6" and "armv7" at the same time.
Posted on February 23, 2012 at 11:14 AM
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Re: Setting the App Icon for Android and CPP?Also, I would double-check to be sure that you have added an <icon /> node with the size of icon your device is expecting
Posted on February 23, 2012 at 10:30 AM
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Re: How To Create an SVG Icon?I'll try and build off the GM2D SVN from now on. That probably explains some of the SVG compatibility issues that have cropped up
Posted on February 23, 2012 at 10:15 AM
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Re: Sqlite path questionAre you using NME 3.2, and using <haxelib name="sqlite" />, with no additional <ndll /> or <extension /> nodes?
Posted on February 22, 2012 at 10:13 PM
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Re: Unable to resolve target 'android-8'Well, it shouldn't be something you have to think about, much. When you run "nme setup android" it will prompt you to install "SDK Platform-tools" and "API 8" from the Android SDK manager. When you have your dependencies set up, NME should just work automatically for you
Posted on February 22, 2012 at 3:19 PM
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Re: Unable to resolve target 'android-8'Android uses different "API levels" depending on the minimum version of Android OS you are targeting.
Posted on February 22, 2012 at 3:10 PM
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Re: Android/iOS ResolutionThe DPI scale property is only populated on iOS, which has an actual DPI scale property. In the case of other platforms, you can check Capabilities.screenDPI, which is more robust, and make your own determinations on screen scale.
Posted on February 21, 2012 at 11:11 AM
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Re: Drawing convex polygons, cpp targetYou can also play with toggling cacheAsBitmap, which toggles whether NME will use the hardware renderer or software. You may get faster results from using the software renderer for certain shapes
Posted on February 21, 2012 at 10:46 AM
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Re: Drawing convex polygons, cpp targetYes, NME does support hardware-based convex drawing, now (added in NME 3.2). It's a little rough looking for curves, but should absolutely be fine for debug drawing
Posted on February 21, 2012 at 10:45 AM
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Re: Sqlite path questionGreat! So it's working for you guys now?
Posted on February 21, 2012 at 10:44 AM
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Re: Exit an AppIf you call Lib.exit () on Android, it will call System.exit () underneath. Lib.exit () is kind of nice because it works on more platforms using the same API.
Posted on February 21, 2012 at 10:26 AM
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Re: uncaught exceptionYes, currently "sudo haxelib run nme setup" assumes that "/usr/lib/haxe" is your haxe directory. I apologize that this isn't a little smarter.
Posted on February 20, 2012 at 11:38 AM
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Re: Sqlite path questionHi!
Posted on February 20, 2012 at 11:29 AM
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Re: Lock rendering on SWF Asset?If it is an empty keyframe, it would normally disappear in Flash, right?
Posted on February 17, 2012 at 6:31 PM
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Re: Bug in SWF MovieClip StructureInteresting. So this is both an issue of display order and incorrectly assigning instance names?
Posted on February 17, 2012 at 6:28 PM
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Re: Lock rendering on SWF Asset?Upgrade to SWF 1.08
Posted on February 17, 2012 at 5:22 PM
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Re: Lock rendering on SWF Asset?It should be reusing Shape instances already, so I don't think (maybe I'm wrong?) it is calling the draw APIs over and over. Is that what you were asking about, or were you talking about the actual render step of Flash or NME, in displaying those shapes?
Posted on February 17, 2012 at 3:42 PM
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Re: iOS Compilation IssuesOkay, that's where I would start. I often use "flash", then "windows -neko", then "windows", since Flash, then Neko, then C++ for the desktop, compile fastest and give me the shortest "round trip" between testing code and seeing the result.
Posted on February 17, 2012 at 3:34 PM
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Re: Lock rendering on SWF Asset?This can either be handled in NME's rendering, or by committing the object to a bitmap with code.
Posted on February 17, 2012 at 2:59 PM
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