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
Comments
https://deluxepixel.com
Working on the next steps.
I try zoom in, zoom out, fit to app, fit to window but can not make content fit to player.
Likes: SinisterSoft, hgy29
With no scale scaling, it won't change it, or am I misunderstanding you?
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)
https://deluxepixel.com
Likes: SinisterSoft
Likes: SinisterSoft
The new 3D commands, in which section are the documented?
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?
I multiplied the X & Y position of debugDraw with a number
Likes: MikeHart
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:
Please help!
Likes: SinisterSoft
I guess the code for iOS, Windows and Android is different and this does not affect the last two...
Likes: MikeHart