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Re: Stuttering movement with touch events on iPod TouchJon, I am assuming you have tried editing the default scheme and changing the "Build Configuration" to "Release" as opposed to "Debug". Is this the case?
Posted on July 31, 2012 at 8:28 PM
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Re: ios GCInternal warningthis should work in its place for clang, which is the compiler in question:
with this toward the top to make sure __has_builtin is defined:
Posted on July 31, 2012 at 5:20 PM
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Re: Sound in HTML5: this.jeashAudio.load() - Uncaught TypeError: Cannot call method 'load' of nullThe first thing (which you probably already know) is that sound in HTML5 is still pretty wonky across browsers. Getting it to work is a bit of a trick unfortunately, and some mobile browsers (such as iOS) refuse to play media unless the play command is in synchrony with user action such as a click handler. This makes programmatic audio difficult for advanced applications.
Posted on July 30, 2012 at 9:21 AM
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Re: Unit Test SupportHugh, that is a good idea just to keep it in the current class file with a switch to enable when the lib is present.
Posted on July 28, 2012 at 10:16 AM
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Re: NME BugsIdeally, everything would be in one central place to manage and track, to make it easier for users if nothing else.
Posted on July 28, 2012 at 10:12 AM
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Re: Stuttering movement with touch events on iPod TouchOften there are more than one touch/mouse move events in a given frame, so if you are redrawing on each touch/mouse move, you can improve performance by only responding to the latest mouse move per rendering frame. Another trick if you have multiple objects is to keep track of which ones need to be redrawn with some sort of graphics invalidation flag (perhaps with a separate flag for transformation invalidation), so you can restrict how much needs to be cleared and redrawn.
Posted on July 27, 2012 at 8:32 AM
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Unit Test SupportI am looking at integrating unit testing directly into NME. Out of the box, there is no simple way to use utest or munit with an NMML project, and I think there should be.
Posted on July 25, 2012 at 1:48 PM
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Re: bitmapData.draw() doesn't takes matrix and colorTransform parameters into account on html5hahahahaha
Posted on July 25, 2012 at 12:25 PM
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Non-game Applications?Is anyone working on a Haxe NME application that is not a game? Games are great, and a focus on games is part of the reason NME performs so well, but they generally only require a subset of what the framework can do.
Posted on July 25, 2012 at 9:59 AM
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Re: NMEXit's not stupid. Native extensions are very powerful! Because they require a bit more programming knowledge about specific targets than the average developer might possess, this sort of thing can be a bit intimidating.
Posted on July 25, 2012 at 9:19 AM
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Re: bitmapData.draw() doesn't takes matrix and colorTransform parameters into account on html5bitmap data is now copied before draw:http://code.google.com/p/nekonme/source/detail?r=1875...
Posted on July 25, 2012 at 9:10 AM
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Re: bitmapData.draw() doesn't takes matrix and colorTransform parameters into account on html5I see what it's doing. This line: bmd.draw(pixel, tempMtx, new ColorTransform(1, 0.5, 1)); is modifying the original 'pixel' bitmap data so when that is drawn into bmd2, it's been transformed. I am copying the display object texture before the transform but BitmapData is altering its image data. Nice work!
Posted on July 25, 2012 at 8:48 AM
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Re: Android AutorotationYup, that is how the "landscape" and "portrait" settings in the Android manifest work. The settings you apply to the window tag in your NMML are passed directly to the manifest. In order to implement a custom behavior we'd want to allow for a "nosensor" orientation in the manifest, then handle orientations programmatically in the activity class.
Posted on July 24, 2012 at 8:50 PM
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Re: bitmapData.draw() doesn't takes matrix and colorTransform parameters into account on html5Alright! back again. Your example behaves identically to Flash with this changeset:http://code.google.com/p/nekonme/source/detail?r=1872...
Posted on July 24, 2012 at 3:21 PM
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Re: bitmapData.draw() doesn't takes matrix and colorTransform parameters into account on html5hehe, don't worry I was just kidding around. I have the pipeline modified so the transform is done prior to transforming the resulting image. I need to test it a little bit more but will post back once committed.
Posted on July 24, 2012 at 1:31 PM
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Re: bitmapData.draw() doesn't takes matrix and colorTransform parameters into account on html5nevermind, I'm looking at the scaled/rotated problem first.
Posted on July 24, 2012 at 12:07 PM
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Re: bitmapData.draw() doesn't takes matrix and colorTransform parameters into account on html5now you're just being a troublemaker
Posted on July 24, 2012 at 12:05 PM
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Re: bitmapData.draw() doesn't takes matrix and colorTransform parameters into account on html5this sort of thing appears to be behaving as well between flash, cpp, and html5:
Posted on July 24, 2012 at 11:39 AM
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Re: bitmapData.draw() doesn't takes matrix and colorTransform parameters into account on html5this changeset resolves the issue from your example:
Posted on July 24, 2012 at 11:24 AM
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Re: bitmapData.draw() doesn't takes matrix and colorTransform parameters into account on html5awesome, thanks. I'll take a look.
Posted on July 24, 2012 at 11:02 AM
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