Ashley's Recent Forum Activity

  • Fillrate is a good example of a common poor-performance case that will be no faster at all with native exporters. If there are any bugs or missing features, fixing them or adding them in (possibly via Cordova or NW.js) is perfectly possible. It would be madness to spend years writing native exporters with all the compatibility and maintenance implications that entails, just to cover some specific feature request!

  • 1. Pixel distortion:

    Pixel rows and columns are rendered with varying thicknesses (plaid-like) rather than as a uniform pixel grid.

    (see image below)

    ...Note: If the patch dimensions are powers-of-2, then the distortion will not occur in webGL, but any other dimensions cause the distortion. Possibly related to gl.REPEAT requiring power-of-2 textures. The power-of-two dimensions does not fix the other UV coverage issues though.

    You hit the nail on the head with the power-of-2 issue. After cutting the image in to patches, if tile mode is enabled then each patch is put on a repeating texture. However WebGL 1 does not support non-power-of-two repeat textures, so the renderer stretches the image to a power-of-two size using the project's sampling mode (point/linear) when creating the texture. This stretching produces artefacts, and that's what you're seeing in the bug report. The good news is WebGL 2 has full support for non-power-of-two textures and so should fix this particular problem. WebGL 2 is in active development for all major browsers (except Edge, where its status is "development is likely for a future release"), so rather than come up with a fix for this case I think I'd rather wait for WebGL 2 support.

    [quote:2kdd31z7]2: UV coverage issues:

    If multiple instances of a 9Patch object have different margin settings, only instances with settings matching those of the instances at the backmost z-index will render correctly.

    (see image below)

    In Construct 2 the general model is that image data is stored in the ObjectType and instances all share the same set of images. This is to avoid wasting memory. For example if you created 100 9-patch objects and gave them all slightly different margins, it would have to load 100 sets of textures. I also assumed that for any given image, there would only be one correct set of margins, so why would it be necessary to support that feature? Right now it's by design... although I guess it's a problem it's possible to give different instances different settings when really they share images. So are there really some compelling cases where it's great to be able to set different margins on the same image?

    BTW, kudos for writing an essentially perfect bug report, I wish everyone's reports were like this!

  • There's a fix aimed at resolving this in r219. Could you let me know if it works for you? Thanks!

  • There's a fix aimed at resolving this in r219. Could you let me know if it works for you?

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  • I can't reproduce this in Chrome. It seems to work just fine and there is no third peer, even though the example .capx has a serious bug: as Reinarte points out, it returns to the title screen while leaving the Host/Peer groups activated, so it's possible both end up activated, which will cause problems. You should make sure both groups are disabled again when returning to ensure when the next game starts, only the correct group is activated.

  • This is a closed bug report, please file a new report if you still have trouble, and be sure to test the latest release (currently r218).

  • Yeah, I think some people use that as a workaround. If you put in a global constant name then if you rename the global constant it updates everywhere.

  • WebGL works fine for me on latest Firefox stable (v43) and Nightly on an nVidia GeForce GTX 660.

    Browser makers regularly update their GPU blacklists as they find out about more issues - it might be that your driver/hardware was added to the blacklist for this version. Also sometimes there are mistakes and more devices are blacklisted than they intended, so it could be that. IIRC, they can update the blacklist separately to doing a full browser release.

  • Both the Intel XDK and PhoneGap Build can compile the Cordova export from Construct 2 with Crosswalk. It's basically what you're doing with Android Studio, except it's better supported. You should not use the HTML5 export option in an app because that mode expects to be running in a browser so probably some features will be broken. You can do what you like with the Cordova export option, such as building it yourself with Android Studio or using the Cordova command-line interface, but we officially recommend using the Intel XDK or PhoneGap Build as the easiest options for non-programmers, since they're easier to set up than all the cross-platform SDKs you'd otherwise need.

  • Hmm... I've heard iOS 9.2 broke some audio stuff in the web view (which Cordova uses). Switching between UIWebView or WKWebView might make a difference so it would be worth testing that (although WKWebView is faster). Either way it sounds like a bug in iOS so I'm not sure there will be much we can do about it, except hope Apple fix it quickly.

  • Are you using Cordova or Safari?

  • I think this should be fixed using r218/alpha 7. Please file a new report if you still have trouble.

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