Quick Links: Download Gideros Studio | Gideros Documentation | Gideros Development Center | Gideros community chat | DONATE
Gideros Update 2015.04.12 — Gideros Forum

Gideros Update 2015.04.12

ar2rsawseenar2rsawseen Maintainer
edited April 2015 in Announcements
Added method Application:setFullScreen(bool)
Added method Application:setWindowSize(width, height)
Added separate Desktop Player zoom menu with new options
Fixed not resizing Player window smaller then Player size
Fixed Comparing correct types in shader for Android
Fixed Desktop 1280 x 720 resolution

https://github.com/gideros/gideros/releases/tag/2015.04.12
+1 -1 (+5 / -0 )Share on Facebook

Comments

  • Works fine. :)
    Coder, video game industry veteran (since the '80s, ❤'s assembler), arrested - never convicted hacker (in the '90s), dad of five, he/him (if that even matters!).
    https://deluxepixel.com
  • Very Good.

    Working on the next steps. :D
  • Hi @ar2rsawseen, I think maybe it is wrong with retina 15 inch,
    I try zoom in, zoom out, fit to app, fit to window but can not make content fit to player.
    Screen Shot 2015-04-13 at 9.56.11 AM.png
    2880 x 1800 - 820K
    Screen Shot 2015-04-13 at 9.57.55 AM.png
    2880 x 1800 - 618K
    Coming soon
  • antixantix Member
    Awesome! My apps now work on my devices again!!
    +1 -1 (+2 / -0 )Share on Facebook
  • ar2rsawseenar2rsawseen Maintainer
    @vitalitymobile have you enabled Letterbox scaling?
    With no scale scaling, it won't change it, or am I misunderstanding you?
  • @ar2rsawseen, i try on 2 difference project with scale mode "No scale" and "Letter box" but my player still error. With no change, it works fine in 201401 version.
    Screen Shot 2015-04-14 at 8.26.05 AM.png
    2880 x 1800 - 1M
    Screen Shot 2015-04-14 at 8.32.22 AM.png
    2880 x 1800 - 739K
    Screen Shot 2015-04-14 at 8.37.45 AM.png
    2880 x 1800 - 716K
    Coming soon
  • Gideros Player now won't work on XP, probably from the previous version also, but i'm not sure if it's just me or not.
    Not that i want it to work though, i just wondering about it.
    (And probably opt it out from supported system if it's really unusable)
  • XP shouldn't be supported now.
    Coder, video game industry veteran (since the '80s, ❤'s assembler), arrested - never convicted hacker (in the '90s), dad of five, he/him (if that even matters!).
    https://deluxepixel.com
  • ar2rsawseenar2rsawseen Maintainer
    Not sure, but it is possible it is since moving to QT5, but on the other hand I think Microsoft does not support XP too anymore :)
  • To the devs, thanks for all the hard work. But please do not forget to add new commands to the documentation.

    Likes: SinisterSoft

    +1 -1 (+1 / -0 )Share on Facebook
  • ar2rsawseenar2rsawseen Maintainer
    @MikeHart I think everything is up to date in online docs for now, if we missed anything, let us know :)

    Likes: SinisterSoft

    +1 -1 (+1 / -0 )Share on Facebook
  • @ar2rsawseen: Will these make it into the next update?

    The new 3D commands, in which section are the documented?
  • hgy29hgy29 Maintainer
    @MikeHart, 3D is merely adding Z coordinate to existing Sprite functions, so they are documented under Main section, Sprite class. 3D projection settings are configured through Application class (configureFrustum method)
  • Thank you Guys!

    So far everything is working for me except for one thing:

    For some reason the debug draw stopped working.

    Is there something I am missing? Some new syntax for example?
    local debugDraw = b2.DebugDraw.new()
    world:setDebugDraw(debugDraw)
    self(or stage, etc.):addChild(debugDraw)

    When I try on old release the same code produces B2 debug draw.

    Any thoughts?
  • tkhnomantkhnoman Member
    edited April 2015
    @kussakov Mine still working, but i need to do a little change at the code, which actually i don't understand the reason.
    I multiplied the X & Y position of debugDraw with a number
     
    	function theWorld:drawDebug()
    		local debugDraw = b2.DebugDraw.new()
    		theWorld:setDebugDraw(debugDraw)
    		debugGroup = Sprite.new()
    		debugGroup:addChild(debugDraw)
    		debugGroup.framer = debugDraw
    		return debugGroup
    	end
     
    	if _debugging then
    		local debugGroup = theWorld:drawDebug()
    		debugGroup.framer:setFlags(b2.DebugDraw.SHAPE_BIT + b2.DebugDraw.JOINT_BIT )
    		debugGroup.framer:appendFlags(b2.DebugDraw.CENTER_OF_MASS_BIT)
    		-- debugGroup.framer:appendFlags(b2.DebugDraw.PAIR_BIT)
    		-- debugGroup.framer:appendFlags(b2.DebugDraw.AABB_BIT)
    		stage:addChild(debugGroup)
     
    		function gameGroup:setPosition(x,y)
    			gameGroup:setX(x) 
    			gameGroup:setY(y) 
    			local scalering = 0.03333333
    			debugGroup:setPosition(x * scalering,y * scalering)
    		end
    	end
  • @hgy29 I am not at my computer, but isn't LoadMesh a new method for MESH? When you load and OBJ model?
  • hgy29hgy29 Maintainer
    @MikeHart no, LoadMesh is not a method of Mesh. I've made a obj mesh loader une pure lua for the purpose of horse example. You can find in the 3D Horse example, but beware that it may not be good for other .obj than the one I used. If I remember correctly someone else on this forum has already improved it (@tkhnoman ?). It was merely a proof of concept.

    Likes: MikeHart

    +1 -1 (+1 / -0 )Share on Facebook
  • @hgy29 oh now I see it. Actually that is great. Thanks!
  • kussakovkussakov Member
    edited April 2015
    Hi again.

    I encountered another issue that renders my iOS app useless :-(
    When you rotate any sprite is shakes/wobbles/(not sure how to describe -see attached video) at about every 90 degrees.
    The issue is only for iOS.
    Rotating sprites works fine on Android and Windows.

    I have attached a video from my iPhone demonstrating the issue.
    Video:



    I have also attached a test project with a few lines of code that demonstrates the issue.
    Play it on your iPhone player.
    I am just rotating a single sprite.

    main.lua:
     
    application:setBackgroundColor(0x000000)
     
    local obj=Bitmap.new(Texture.new("wheel.png",true))
    obj:setAnchorPoint(0.5,0.5)
    obj:setScale(0.4)
    obj:setPosition(application:getContentWidth()/2, application:getContentHeight()/2)
    stage:addChild(obj)
     
    obj:addEventListener(Event.ENTER_FRAME, function ()
    	obj:setRotation(obj:getRotation()+1)
    end)
    You can change the step at line 10 to say 0.2 - you will see the effect event better.

    Please help!
    zip
    zip
    SpriteRotateIssue.zip
    186K
  • hgy29hgy29 Maintainer
    @kussakov, I can reproduce your issue, and it looks like a precision issue in shader transform. I'll try to raise coordinates and matrices precision from mediump to highp and see if it corrects the issue.
  • hgy29hgy29 Maintainer
    @kussakov, increasing precision in coordinates handling within shader programs solves the issue. I've submitted a PR so that it could be fixed in a next release.

    Likes: SinisterSoft

    +1 -1 (+1 / -0 )Share on Facebook
  • Great! Thank you @hgy29!! :)>-

    I guess the code for iOS, Windows and Android is different and this does not affect the last two...
  • hgy29hgy29 Maintainer
    Well in fact this part of code is common to Android and iOS, but software stacks and hardware sometimes interpret differently...
  • @hgy29. Are you planning on adding the ability to set/use your own shaders with sprites? Also maybe full screen shaders would be awesome!
  • hgy29hgy29 Maintainer
    @MikeHart, this is something that we are indeed thinking about, but we think its better to wait for wp8 integration before going to much further. Perhaps implement normals, bump maps and lighting would be an in-between step ? Shader stuff is a little too new in Gideros to make big plans...

    Likes: MikeHart

    +1 -1 (+1 / -0 )Share on Facebook
  • @hgy29. Sure that would be a great inbetween step!
Sign In or Register to comment.