by

Where communities thrive


  • Join over 1.5M+ people
  • Join over 100K+ communities
  • Free without limits
  • Create your own community
People
Repo info
Activity
    Paul Gene Thompson
    @PaulGene
    Thats it, im done .... 100% NME :D
    The wheel joints turned out to be the HaxeFlixel atlas system, i havent worked out exactly what the problem is yet but did some tests with atlases turned off and it doesnt seem to give me any extra performance anyway... even on old devices.
    Managed to expose pitch in OpenAL so thats done, everythings working
    Thanks for the help
    Paul Gene Thompson
    @PaulGene
    I need to log some of the issues / fixes i found along the way on git after the renegade racing update comes out
    The only slight niggle i have left... looping sounds have gaps (OpenAL + iOS)
    I can live with that for now though
    Hugh Sanderson
    @hughsando
    Great!
    The texture-atlas ting could be a power-of-2 thing on the atlas size - maybe a "repeat" flag is being set on the bitmapData somewhere.
    Paul Gene Thompson
    @PaulGene
    I think I set it up so the atlas size is either 2048 or 4096 depending on GL.getParameter(GL.MAX_TEXTURE_SIZE)
    Hugh Sanderson
    @hughsando
    Hmm, that should be ok then.
    Paul Gene Thompson
    @PaulGene
    I'll have a proper look into it later
    Thomas Uster
    @thomasuster
    @PaulGene Nice work Paul!
    Paul Gene Thompson
    @PaulGene
    Thomas :) how are you doing?
    Did you get the Pakka ads fixed?
    Paul Gene Thompson
    @PaulGene
    1.png
    Paul Gene Thompson
    @PaulGene
    Is there a way to test when a font is missing characters?, like detect when the missing character squares appear in the image above ^
    Hugh Sanderson
    @hughsando
    Do you want something like font.areAllGlyphsSupported(text:String) or some kind of callback or fallback when glyphs are missing.
    Paul Gene Thompson
    @PaulGene
    This kind of issue only occurs with user input text like usernames, so something like font.areAllGlyphsSupported(text:String) would be fine i think
    Thomas Uster
    @thomasuster
    No, I just disabled ads on android completely :smile:
    Paul Gene Thompson
    @PaulGene
    gaahhh, seriously you should use Enhance, it works great in NME
    Paul Gene Thompson
    @PaulGene
    I'm more than happy to help with anything
    Paul Gene Thompson
    @PaulGene
    Is this being used anywhere ? https://github.com/haxenme/nme-home
    I can provide web hosting for an NME website
    Paul Gene Thompson
    @PaulGene
    haxe-nme.com seems to be available for cheap :)
    nanjizal
    @nanjizal
    Hi does NME use Lime internally or does it have a different setup for gl stuff?
    nanjizal
    @nanjizal
    Currently I have made some helpers for using my library with Lime:
    https://github.com/nanjizal/kitGL/tree/master/src/kitGL/glLime
    Would it be different in NME or can I set these up with NME and if so do you have any details of how this would typically mix with Sprites.
    I have used NME in the past https://github.com/nanjizal/tryflipspin but I am not exactly sure on how you mix low and high level.
    Paul Gene Thompson
    @PaulGene
    afaik NME doesn't use Lime, that's an OpenFL thing
    Lime was born from the internals of NME
    erm, silly question... how do we quit an NME app gracefully ?
    Paul Gene Thompson
    @PaulGene
    im calling:
        System.exit(0);
        Sys.exit(0);
    And its causing crash reports on android :D
    So as far as google is concerned people exiting the game = crash lol
    I think Sys.exit(0); causes the crash
    Hugh Sanderson
    @hughsando
    There is nme.app.Application.close() but I have not tried it for a while
    @nanjizal there is nme.gl.WebGL2Context which should be very similar, so a typedef or two should get you there.
    Hugh Sanderson
    @hughsando
    The interaction between the nme display list and the GL is quite loose, and required some care. They both share the context, and if you are not careful, you can leave state on the context that nme might not like. On the other hand, you can "sandwich" an nme display list object between 2 OpenGLView objects and deliberately control the state for certain effects.
    Currently, there is no way to use the display list geometry with custom shaders.
    The BitmapData class interacts well the Opengl, and there are some non-rgb pixel types that might be useful.
    Typically, you could have a "game area" in a OpenGlView that you draw your 3d objects in, and then disable the depth test and let nme draw the UI over the top.
    Paul Gene Thompson
    @PaulGene
    nme.app.Application.close() just seems to freeze the app
    but System.exit(0) seems to exit the app fine on its own, so no need to call Sys.exit(0) which was the one crashing
    So ill just try nme.app.Application.close() + System.exit(0) and see if it stops the crash reports
    Paul Gene Thompson
    @PaulGene
    ah no, system.exit doesn't remove it from memory
    I might just do this native
    Paul Gene Thompson
    @PaulGene
        var exit:Int->Void = nme.utils.JNI.createStaticMethod("java/lang/System", "exit", "(I)V");
        exit(0);
    seems to do the job
    nanjizal
    @nanjizal
    Do you have NME version that works against haxe4.2, just my current code uses latest.
    Can I clarify does
    nme.gl.WebGL2Context
    provide OpenGL bindings the lime ones seem in theory to do OpenGL, WebGL etc...
    nanjizal
    @nanjizal
    @hughsando your answer was very interesting thank you.