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Re: Null Function Pointer in ByteArray::__init__
Grabbing hxcpp from googlecode i now have hxcpp built for 64bit, sdl-static built for 64bit (haxe,haxelib,neko are also 64bit)
Posted on January 28, 2013 at 3:38 PM
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Re: Null Function Pointer in ByteArray::__init__Okay, found out that 'nme setup linux' was failing, and guessing that is the problem.
Posted on January 28, 2013 at 3:02 PM
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Re: Null Function Pointer in ByteArray::__init__I'm building on linux64. Latest nme + hxcpp available on haxelib. Currently on a very recent haxe nightly, but also tried with haxe 2.10
Posted on January 28, 2013 at 12:10 PM
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Re: Null Function Pointer in ByteArray::__init__bumpdump
Posted on January 25, 2013 at 5:37 PM
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Null Function Pointer in ByteArray::__init__I've suddenly started getting this error when I tried to compile a small nme program i have:
Posted on January 18, 2013 at 2:24 PM
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Re: How to show preloader on cpp target?http://haxe.org/doc/neko/threads
Posted on April 29, 2012 at 5:25 AM
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Re: How to show preloader on cpp target?What do you mean by preloader? for flash and html5 it means having a screen there whilst the rest of the app is downloading, but for other targets there is nothing 'downloading' the app is already all there on the device?
Posted on April 28, 2012 at 12:12 PM
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Re: hxcpp 2,09 + nme 3.3.0 + gcc 4.6.1 (ByteArray build errors + others)That was the first thing I tried
Posted on April 18, 2012 at 5:00 AM
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hxcpp 2,09 + nme 3.3.0 + gcc 4.6.1 (ByteArray build errors + others)http://pastebin.com/Zw4CmKqD
Posted on April 16, 2012 at 2:18 AM
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Re: NME + NAPE (Mobile)one more reason to add a -float32 flag? ;p
Posted on March 24, 2012 at 2:21 PM
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Re: NME + NAPE (Mobile)bumpadibumpbump.
Posted on March 23, 2012 at 8:22 AM
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Re: NME + NAPE (Mobile)I notice that hxcpp still outputs code with things like hx::AddEq(x,y) instead of x += y, I can't remember what/if there was ever a reason for that?
Posted on March 10, 2012 at 9:19 AM
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Re: NME + NAPE (Mobile)Got the arrays branch on github set up with compiler switch -D NAPE_ARRAYS to have almost all of the internal lists using an array underneath instead of a linked list.
Posted on March 10, 2012 at 8:49 AM
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Re: NME + NAPE (Mobile)nape doesn't 'need' double precision really, box2d certainly gets away with single precision just fine.
Posted on March 08, 2012 at 3:03 PM
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Re: NME + NAPE (Mobile)Which examples? if you mean the ones in the documentation/github then they are up to date, whether using -lib nape from haxelib, or binaries (In fact it's part of my release script to ensure they do still compile before releasing an update).
Posted on March 07, 2012 at 8:33 PM
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Re: NME + NAPE (Mobile)Though i'd post this here as well.
Posted on March 07, 2012 at 1:39 PM
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Re: blobby line joins when zoomed in.no blobbiness when redrawing without changing width/height of container, though there are some spurious pixels drawn where the blobs would normally be in a vertical direction:
Posted on December 08, 2011 at 3:52 PM
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Re: blobby line joins when zoomed in.eg:http://i.imgur.com/gfLmm.png
Posted on December 08, 2011 at 9:59 AM
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blobby line joins when zoomed in.hardware mode, drawing with Graphics, when zoomed in (by zooming in i mean the sprite is scaled up, rather than flash player style zooming) there are blobs at each line join (including generated lines internally from cuveTo's).
Posted on December 08, 2011 at 9:21 AM
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Re: (linux) segfault in nme::CharGroup::UpdateMetricsI always use svn versions (bar haxe itself when i'm using about a month old nightly since all versions in the last month or so have some fairly serious issues my code evokes which are yet to be fixed).
Posted on December 05, 2011 at 1:23 PM
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