Hi everyone,
I have just published Gideros 2024.3, which comes with several bug fixes and more work on graphics engine. Gideros 2024.2 had introduced some changes that made it sometimes slower than 2024.1, this ought to be fixed now with 2024.3, with additional performance boost over all previous versions.
Here is what changed:
Improvements[core/viewport] Allow RT mode to capture full scene automatically
[core/viewport] Allow to specify render target clear option and color in setTarget()
[core/profiling] Improve profiling (async threads, yields, etc)
[gfx/rendertarget] Allow specifying texture attributes as a table, as in Texture.new, and allow enabling mipmapping
[gfx/backend/metal] Handle mipmapping
Fixes[core/font] Add missing [!l] closing tag
[gfx/backend/gl] New VBO allocation algorithm
[gfx/backend/gl] Don't assume depth buffer is only cleared on depth test enabling
[gfx/backend/gl] Optimize state change calls
[gfx/sprite] Add missing depthClear flag from setDepthStencil call
[gfx/font] Fix strikethrough placement
[gfx/backend/dx11] Fix depth testing
[core] Fix access issue in Buffer object
Download it from here:http://giderosmobile.com/download
Comments
Please allow me some feedback :
- when in Gideros Studio, pressing CTRL+R to start the project causes Gideros Player to freeze and then force close. This happens from time to time though. This seems to happen since Gideros 2024.2 and 2024.3 not before.
- Qt application:setFullScreen(true) doesn't seem to work anymore for me (since version 2024.3). This works in win32 export.
PS: I tried updating the wiki with new Gideros addition but it seems I am not smart enough to fully understand, test and then document all that is happening in this release (and the other ones)
application:isPlayerMode()
doesn't work for me in latest release, not sure if it was working in version 2024.2. Previous to 2024.2 was working.my badSorry.
I am sorry I made a mistake application:isPlayerMode() is working just fine, my apologize.
application:setFullScreen(): I have tested the same code on exported project:
- Qt export alt+enter combination goes indeed full screen but the game freezes with the image all distorted (it looks like Gideros didn't have the time to fully render it and crashes)
- win32 export setFullScreen has no issue
Likes: MoKaLux
Fragmenter - animated loop machine and IKONOMIKON - the memory game
Likes: MoKaLux, hgy29
Fragmenter - animated loop machine and IKONOMIKON - the memory game
Changes:
[libraries] Update
[gfx/texturepack] Handle mipmap and rawalpha flags
[studio] Files in the project can now be marked as 'Never export'
[library/3d] Be sure to set instance matrices when instancing is enabled
[export/ios] Setup first framebuffer before init code
[gfx/backend/metal] Allow large uniforms structures
[export/quest] Enable Anchor and Scene APIs
[export/uwp] Fix render target depth orientation for DirectX
[export/apple] Add PrivacyInfo file
[studio/themes] Make all themes Mac and Linux compatible
Likes: pie, keszegh, MoKaLux, vitalitymobile, PaulH
Fragmenter - animated loop machine and IKONOMIKON - the memory game
Fragmenter - animated loop machine and IKONOMIKON - the memory game
Fragmenter - animated loop machine and IKONOMIKON - the memory game
Thank you
p.s. @keszegh you can still attach images with attach file link, but for some reason you can no longer paste them directly inside the post and the preview thumbnail is broken
Fragmenter - animated loop machine and IKONOMIKON - the memory game
Likes: MoKaLux
I don't know if it's my windows 11 x64. I am pretty sure my drivers are up to date
At first I thought this was happening when Event.onEnterFrame was doing its thing, but now even with scenes with no game loop crash the player
PS: I forgot to tell Gideros Player freezes and crashes even when I press the stop button in Gideros Studio
Likes: kinrpg
Likes: MoKaLux
Likes: MoKaLux, kinrpg
The Linux version on ZorinOS is running normally. But on Windows 10 64bit it doesn't work. The studio and other applications are working normally.
Fragmenter - animated loop machine and IKONOMIKON - the memory game
Before installing latest version, I did uninstall Gideros from program files, and so far so good.
Steps to reproduce:
- open a project
- start gideros player
REPEAT THIS PART
- start the project
- fiddle with the project in the player
- gideros studio: click stop or start
REPEAT THIS PART
- eventually the player will crash
It crashes with all my projects
Likes: dreiko65, kinrpg
Likes: MoKaLux, kinrpg
The issue was a texture was not initialized (nil), after I initialized it with a dummy texture ("gfx/trp.png") that worked. Some piece of code:
I don't know why Gideros Player started crashing in the latest couple releases (something to do with sprites or textures processing?)
Likes: dreiko65, kinrpg
The kind of crashes you are getting looks like a crash on stop, usually caused by a delayed event or some objects that can't be deallocated. It is easy to figure out when run under a debugger, but obviously it has to happen.
I will try to trigger it with my own projects, meanwhile I think you already used QtCreator, can you try to make it crash under debugger on your side ?
Is there any way you could gather some technical details about what happens ? A failure log or crash report of some sort ? Maybe in Event viewer app on windows ?
Likes: MoKaLux
Application Crashing Events:
Faulting application name: GiderosPlayer.exe, version: 0.0.0.0, time stamp: 0x66559201
Faulting module name: nvoglv64.dll, version: 31.0.15.5134, time stamp: 0x65b7c9b2
Exception code: 0xc0000005
Fault offset: 0x0000000000522b67
Faulting process ID: 0x0x2690
Faulting application start time: 0x0x1DAB5552FCC444A
Faulting application path: C:\Program Files\Gideros\GiderosPlayer.exe
Faulting module path: C:\Windows\System32\DriverStore\FileRepository\nvhdc.inf_amd64_7f14eb0fd6d4fd5b\nvoglv64.dll
Report ID: efda10a3-fc5a-4d05-ae3a-b28e14c74e0a
Faulting package full name:
Faulting package-relative application ID: