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Re: Targetting the desktop (win/mac/linux)As far as I know it's not in the Assets class yet, but you can easily create one using ByteArray or Bytes classes. Or you can even change the extension of your files to something random and it will prevent most of the kids from getting the images,
Posted on June 21, 2012 at 2:36 PM
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Re: getting graphics.beginGradientFill and drawTriangles to workThanks for help! I've checked out source of the modified bunny benchmark on Philippe's blog and managed to make it work with texture. Can we use the drawTriangles without texture, just using the colour parameter to draw coloured triangles or it doesn't work like that?
Posted on April 03, 2012 at 3:10 AM
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Re: getting graphics.beginGradientFill and drawTriangles to workInstalled 3.3.0 today, still can't get that working properly, any suggestions?
Posted on April 02, 2012 at 6:15 AM
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Re: Tilesheet.drawTiles has bug with TILE_ALPHAIs this fix a part of 3.3 update or wasn't included in the update?
Posted on April 02, 2012 at 6:10 AM
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getting graphics.beginGradientFill and drawTriangles to workHi guys! Today I've installed the NME from repository finally gaining access to Graphics class working on Windows. I started playing with the methods, while most of them are quite self explanatory, I can't get gradientFill and triangles to work. Could somebody explain me what each parameter of beginGradientFill does and what number ranges should I use in ones like alpha or ratio?
Posted on March 13, 2012 at 5:29 PM
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Re: Tilesheet.drawTiles has bug with TILE_ALPHAThat's because drawTiles is broken and even though I've been reporting this bug for months now, nobody is fixing it.
Posted on March 13, 2012 at 6:14 AM
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Re: drawTiles RGB parameter bug?I still think that it's a bug, I was reporting it in the past but it was ignored. Doing an 'empty' drawTiles between proper drawTiles works wonders, but it's a hack and not proper way to solve it.
Posted on March 03, 2012 at 4:48 PM
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Re: NME SVN iOS crashHey, I've just seen this post, how can I get the working version to test if it resolves the Windows problem I've posted about in the other topic?
Posted on February 28, 2012 at 3:03 PM
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Re: graphics.drawTriangle and cacheAsBitmap bugsI've installed the beta 3.2.1 version and the bug is still there. Any updates?
Posted on February 24, 2012 at 5:04 PM
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Re: graphics.drawTriangle and cacheAsBitmap bugsI run both examples on integrated Intel GPU and nVidia GeForce, the results are the same.
Posted on February 23, 2012 at 2:29 AM
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graphics.drawTriangle and cacheAsBitmap bugsHi! With recent NME 3.2 update I've found 2 bugs related to rendering. It's on a Win7 64-bit with cpp target
Posted on February 22, 2012 at 3:41 AM
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Re: Drawing convex polygons, cpp targetThanks for the answer! Does that mean that graphics.lineTo etc. will draw hardware accelerated lines? I assume that cacheAsBitmap = true will turn GPU drawing on?
Posted on February 21, 2012 at 2:54 PM
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Drawing convex polygons, cpp targetHi!
Posted on February 21, 2012 at 8:44 AM
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"Failed to load resources" 3.1.1 cpp targetRecently, I've started encountering this error at random times. Usually hitting 'build' again works, but it gets annoying. Any solutions?
Posted on February 10, 2012 at 4:38 PM
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Re: graphics lineTo, drawCircle, drawRect hardware accelerationOk, I still can't make it work. I will describe my setup in detail:
Posted on January 11, 2012 at 1:28 AM
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Re: graphics lineTo, drawCircle, drawRect hardware accelerationThanks for answer Huge! I don't really need to use vector graphics, I just want to draw some primitives (mainly lines) on the screen. Are there other methods/classes for doing it on hardware?
Posted on January 10, 2012 at 2:16 AM
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graphics lineTo, drawCircle, drawRect hardware accelerationHi! I am writing a debug draw function for my engine. I have a very fast rendering of Bitmaps thanks to drawTiles() method, but when I do graphics.lineTo()/drawCircle()/drawRect() on the same layer as drawTiles() the framerate drops rapidly. Is there a way to perform those drawings on GPU and maintain the stable 60 fps while doing it?
Posted on January 09, 2012 at 6:20 AM
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Re: Empty NME app leaking memory on WindowsI've compiled the Actuate example, it quickly went from 46 mb to 52mb and then the memory consumption was drifting around 53-54, but steadily rising. Also even bigger problem exist when you resize the window (switch to fullscreen and back to normal). It increases memory consumption by around 10 mb each time and doesn't go down.
Posted on December 29, 2011 at 7:31 PM
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Re: Empty NME app leaking memory on WindowsI just create a new NME project in FlashDevelop, hit build & run and watch memory consumption in task manager. I can observe this behavior on both Win7 64-bit and WinXP 32-bit.
Posted on December 28, 2011 at 6:12 PM
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Empty NME app leaking memory on WindowsI've just discovered a fatal bug. Empty cpp NME (3.1.1) projects in both Release and Debug mode leaks memory constantly. Tested on Windows 7. Any way of stopping it or is it internal bug?
Posted on December 27, 2011 at 6:13 PM
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