@SinisterSoft , i managed to disable shaders in my app and export it to uwp and it seems to run, but it does not seem to support pressure sensitivity of tablets, important for me.
btw what does application:getDeviceInfo() return for uwp?
so as nobody responded, let me put here my solution:
local f = io.open(sourcepath, "r")
if f~=nil then
local t = f:read("*a")
Ahh - I had the same issue. Look in c:\program files (x86)\microsoft visual studio\2019\community\vc\tools\msvc\
You will see a folder that is there, copy it as this name:
c:\program files (x86)\microsoft visual studio\2019\community\vc\tools\msvc…
sorry for hijacking this topic, but i've exported to uwp, installed vs2019 and tried to create an x64 release, but i got these errors:
Error C2567 unable to open metadata in 'c:\program files (x86)\microsoft visual studio\2019\community\vc\tools\ms…
that sounds interesting indeed, although in the current way it's easier to reuse shade code from around the internet.
i forgot, which type of shader is supported by which platform? my glsl shaders do work on windows/mac/android so why do i need the…
in android i'd like to 'share' a file (of my own format) - as an attachment in an email, save to sd etc. options should come up, as i've seen in other apps.
is there any way for that?
and for the reverse, can you tell me how can i let android know …
-- Request permission
if not application:checkPermission("android.permission.WRITE_EXTERNAL_STORAGE") then
i got the error:
"attempt to call method 'request…
even better, make a function which from a node either points to the next child of its parent or if he is the last child then points to its parent.
and then you don't need two inputs, this function finds what you want by repeated calls.
and i cheated a bit, as i wrote you need to remember 'previous place', so next_using_dfs() should have two inputs (except when you call it on a leaf, the first time).
so you first call next_using_dfs(16) then run next_using_dfs(12,16) then next_usin…