Profile

Member Since
October 07, 2011

Search Members

  

Huge

554
@

Badges

This user hasn't earned any badges yet.

Posts

Viewing 41 to 60 (554 Total)

Re: Example 22-OGL Segmentation fault.

Hi,
I think there has been an update to the samples Main.hx to fix this:

http://code.google.com/p/nekonme/source/diff?spec=svn77376eb9bf5997...

Hugh

Posted on March 24, 2013 at 9:43 PM

Re: Exporting file - Android

Hi,

nme.filesystem.File.userDirectory.nativePath should give you somewhere to start.

Hugh

Posted on March 24, 2013 at 9:37 PM

Re: TextField cursor on windows target

Hi,
Yes, rebuilding from flash-develop will not normally rebuild the nme.dll.
To do this, go to the nme/project directory, and run:
haxelib run hxcpp Build.xml

Hugh

Posted on March 18, 2013 at 10:25 PM

Re: TextField cursor on windows target

Hi,
If you are compiling yourself you could try changing the line th TextFeild.cpp:

mCaretGfx->lineStyle(1,0x000000);

to

mCaretGfx->lineStyle(1,0xffffff); or whatever.

I guess it should be using the default text colour?
In which case, maybe this is the correct code:

mCaretGfx->lineStyle(1,textColor);

Hugh

Posted on March 17, 2013 at 9:37 PM

Re: Asynchronous assets loading

Hi,
Bitmap data have to be uploaded to the GPU from the main (opengl) thread, so if you do a whole lot all at once, you could get a stall. However, jpeg decode could be done in the background, which should be an improvement. Do you know which of these effects is greater?

Hugh

Posted on March 12, 2013 at 10:25 PM

Re: NME + waxe keyboard/mouse problem

Hi,
Putting waxe in you nmml will include waxe lib which will turn on the "waxe" define.
This define then gets used in "templates/default/haxe/ApplicationMain.hx" which will create the waxe managed stage.
Since waxe (wxWindows) manages keyboard accelerations, it will swallow some of these events.

I suggest that if you want to use waxe, use it for menus too. On these menus you can have shortcuts, and callbacks, which will allow the key to call directly into your app, and the user can use the menu if they want.

Double clicks also get interpreted by wx. These should actually be able to generate separate events, which you should be able to respond too.

So generally, I think you could move some of your logic over to the native(wx) code, rather than processing the raw events from managed stage.

Hugh

Posted on March 12, 2013 at 10:21 PM

Re: Why Framerate drops down in android while TouchEvent function calls (like Touch_Press,Touch_Move)?

Hi,
The event model will tell you when the mouse enters or leaves objects. This takes some CPU to work this out.
If you are using your physics engine to perform hit tests etc, then you could try using mouseEnabled = mouseChildren = false on your game layer, and add the event watchers to the stage and do the whole mouse thing yourself in pixel coordinates.

Hugh

Posted on March 11, 2013 at 10:05 PM

Re: race condition / lockup in Android & Linux

Hi,
Sometimes this can happen when the app actually crashes (eg, null object access) - rather than dumping out, the system keeps the process alive but not responsive. For android, be sure to check the full, unfiltered logcat which might have more info. Also, try compiling with "-debug" for the null-object checks.

Hugh

Posted on March 10, 2013 at 10:19 PM

Re: Why hardware="true" occupies double memory than hardware="false" even if I dont have Dedicated Graphic card?

Hi,
Integrated graphics will still use opengl - and will probably be faster - when hardware=true. Furthermore, the texture memory is shared with the CPU so you are seeing both copies show up in task manager, whereas you might not with a discrete graphics card since it has its own memory.

Hugh

Posted on March 10, 2013 at 10:12 PM

Re: Android crash in libnme/libdvm

Hi,
Yes, I guess loading android assets from a thread is a little too funny for NME at the moment.
Did the stack-overflow snippet help?

Hugh

Posted on March 04, 2013 at 10:56 PM

Re: Unexpected Bitmapdata.draw results on iOS

Hi,
I'm pretty sure this happens when pixels are blended together when one has alpha and one does not.
The simple equation uses (average red, average green, average blue, average alpha), but it should in fact be alpha-weighting these values.
So your image contains a bright-green pixels with zero alpha next to a black pixel with 50% alpha, you end up with a green-ish pixel with 25% alpha.
One way to fix this would be for NME to use pre-multiplied alpha, but this is not done.
You should be able to fix this by setting the RGB of the pixels with zero alpha to the rgb value of the nearest pixel with non-zero alpha. If you can do this at authoring time the problem should go away.

Hugh

Posted on March 04, 2013 at 10:51 PM

Re: ios xcode gdb debugging: some source association missing, why?

Hi,
Make sure you are using a debug build - this will help xcode find stuff.

Hugh

Posted on March 04, 2013 at 10:44 PM

Re: too many .cpp files

Hi,
It sounds like the command-line build and the xcode build are using different directories. I'm not sure how the command-line build works, but if you start with:

nme update project.nmml ios

This will update the assets, but not create the source code. Then, you can open xcode and use the build command, and you should end up with only the one set of files. If you run and hit the "break"/pause button, xcode should place you inside on the of the cpp files - maybe you will need to look up the callstack a bit.
Once you have found one cpp file, you should be able to work out the locations of the other relative to the first.

Hugh

Posted on March 04, 2013 at 10:42 PM

Re: Ma Poire / My Pear : an interactive book for kids (iOs)

Nice work - congrats.

Hugh

Posted on March 04, 2013 at 10:33 PM

Re: Android / UnsatiesfiedLinkError

For the emulator, these need to be compiler for x86, rather than arm.
Currently, there is not a good way to do this.

Hugh

Posted on February 27, 2013 at 9:36 PM

Re: Need some Java to haxe conversion guide

- do haxe/NME support associative array? or should I use some class that function as an associative array like Map class in Java?
myArray["index"]= 100;

haxe2 (current)

var myArray = new Hash<Int>();
myArray.set("index",1);

haxe3 (soon)
var myArray = new haxe.ds.StringMap<Int>();
myArray.set("index",1);


- why there's no protected keyword?
It is against Nicolas's philosophy


- is static inline keyword behave the same as const?

"static inline var" is like a const
"inline function" (static or not) gets merged in line you would expect an inline functionto be

- how do I get the keyboard input from user?

NME: new TextField();
or:
stage.addEventListener(KeyboardEvent.Key_Down, ... etc


Hugh

Posted on February 26, 2013 at 10:16 PM

Re: Creating Electricity Effect on Ios

Hi,
You can get fast Add blend mode with the drawTiles API. Not quite sure how you could use this to draw lines - maybe a series of point blobs spaced closely together.

The flash API implies that objects are first composited and then added, which really means this has to be done via texture. I could probably add some new blend mode that means each polygon is simply added which would be less complicated and more like what you want.

Hugh

Posted on February 25, 2013 at 9:13 PM

Re: Android crash in libnme/libdvm

That seems a bit strange.
Are you doing anything funny on startup, like accessing JNI?
Also, have you tried compiling with the -debug flag? this may give some more info.

Hugh

Posted on February 24, 2013 at 9:53 PM

Re: Memory concerns with using the BitmapData cache? (useCache=true)

Hi,
I still think useCache should certainly default to false.
Slow performance is much easier to detect and diagnose than extra memory usage, and the bitmap will probably be cached in the DisplayObject while it is actually needed.

Hugh

Posted on February 24, 2013 at 9:45 PM

Re: Using large bitmap sprites

All current devices can handle image/textures at least as big as their screens.

If you add the assets as exact-size bitmaps, you can create as few tilesheets as possible by packing them at runtime according the the max-texture-size of the device that you are on.

Hugh

Posted on February 19, 2013 at 9:56 PM