Ashley's Forum Posts

  • I won't reopen this. It's probably a browser-specific focus issue with alert dialogs, which really isn't an important feature and I wouldn't recommend you use it.

  • Actually, my experience of Linux is horribly broken graphics card drivers that crash or even brick the system, and some inconvenient UI too. The Linux kernel is probably pretty awesome but I don't really buy the idea it's good for ordinary consumers just yet!

    Regardless, we are well aware of the demand for support on other platforms, and we're factoring this in to our long term plans.

  • Arima - if those flags don't affect it I think it must be a different issue. The problem I'm talking about here is getting slow software-rendered WebGL instead of hardware-accelerated canvas2d. It sounds like Google have decided to blacklist your driver (the blacklists do change) for hardware acceleration in general.

    lennaert - this thread pertains only to Chrome on Windows, so I think you must have a different issue.

    Nardonicus - maybe Google blacklisted your driver's WebGL support so you're getting canvas2d. This is normal and occasionally happens to some users.

    ArcadEd - can you confirm you now get canvas2d rendering instead of webgl?

    It's difficult to test this and tell from the various reports here, but I believe our workaround for software-rendered WebGL is in fact working, and people are running in to unrelated driver blacklist issues.

  • Objects of different object types use different textures, even if they are identical. (Note image deduplication on export might actually make them use the same image, so this may only apply to preview mode).

    If you have 1000 of one object type, the draw calls look like this:

    1. Set texture

    2. Draw 1000 objects

    If you have 1000 of mixed object types using different textures, the draw calls look like this:

    1. Set texture to object A

    2. Draw 1 object

    3. Set texture to object B

    4. Draw 1 object

    5. Set texture to object C

    6. Draw 1 object

    7. Set texture to object A

    8. Draw 1 object... ad nauseum.

    Just keep them all in one object type. There is no need to clone to improve performance, you can always identify separate sets of instances using instance variables instead.

  • Oh and another thing to verify this really is the problem: try closing all instances of Chrome, then use the Run dialog (Win+R) to run:

    chrome --disable-software-rasterizer

    I think that disables swiftshader, but not sure if it has any other side-effects... anyway, if you then preview *in that Chrome window* that opened (if you close it it'll lose the setting), you should see the same thing: fast canvas2d instead of slow webgl. Can you confirm this is the case?

    If Chrome 33 does not support the new workaround and this fixes it, I'll do a .2 update since it will be a few weeks before the next update.

  • Arima: for node-webkit, could you try this?

    https://dl.dropboxusercontent.com/u/152 ... ackage.zip

    Extract the two .json files over the ones in <install dir>\exporters\html5\node-webkit. They should add commandline switches to prevent using Swiftshader, so ideally you'll get fast canvas2d instead of slow webgl in node-webkit.

    In the mean time I'm trying to find out from someone on the Chrome team if the new workaround should actually be working in Chrome 33 - I was told it ought to be working...

  • It's only available after you become a Nintendo Authorised Developer. More info: https://www.scirra.com/blog/136/constru ... -available

  • Looks like if you hold Alt, hold F4, release F4 then release Alt it's OK, but if you release Alt before F4 then releasing F4 runs a preview. Post it to the bugs forum so I don't forget.

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  • It's a little tricky but could be done, but it would be doing exactly the same as what the XDK does for you already for free. Is it that big of a problem?

  • Arima - is that in the Chrome browser at v33 or just in node-webkit?

  • Hi all,

    Coincidentally Google released Chrome 33 today, the same day we did our r163 update.

    Previous betas changed the way we detect the very slow software-rendered WebGL mode in Chrome and some people reported worse performance. However Chrome 33 ought to support the new detection and ensure best performance for everyone.

    Can anyone who was affected confirm that Chrome 33 now correctly falls back to canvas2d instead of using a really slow WebGL mode?

  • See the built-in positioned sounds example. You need to set a listener object for it to work.

  • Closing, repro steps do not work, pressing enter does nothing.

  • Closing as not a bug. You use TileToPosition*, which converts a tile index to a layout position, but you give it a layout position instead. You probably meant to use PositionToTile* instead.

  • Closing as not a bug. | is a logical OR, and you probably need to use parentheses to clarify the order of operations (so it's not doing e.g. var1 | (1 ? "a" : "b"))