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# haxe-ui
  • w

    witty-island-52596

    09/21/2022, 8:57 PM
    it is
  • b

    bright-gpu-74537

    09/21/2022, 8:57 PM
    right
  • w

    witty-island-52596

    09/21/2022, 8:57 PM
    switched to 4.11, same result
  • b

    bright-gpu-74537

    09/21/2022, 8:58 PM
    ok, so im lost now... 4.11 on windows is the same result... dev works fine? (except for the black bg)
  • b

    bright-gpu-74537

    09/21/2022, 8:59 PM
    oh, hang on... im like super super behind in haxeui-core
  • b

    bright-gpu-74537

    09/21/2022, 8:59 PM
    (havent been using my new computer for ages, so its like 35 commits behind)
  • b

    bright-gpu-74537

    09/21/2022, 9:00 PM
    meh, same... it works fine
  • w

    witty-island-52596

    09/21/2022, 9:00 PM
    i think the issue is mac
  • w

    witty-island-52596

    09/21/2022, 9:00 PM
    or like flixel building to run on mac chrome
  • w

    witty-island-52596

    09/21/2022, 9:01 PM
    I can try other browsers
  • w

    witty-island-52596

    09/21/2022, 9:01 PM
    do you get the same perf issue on 5.0.0 with latest?
  • w

    witty-island-52596

    09/21/2022, 9:02 PM
    that only happened with HaxeUIApp on flixel 5, I believe
  • b

    bright-gpu-74537

    09/21/2022, 9:02 PM
    yeah, i defo think its something to do with HaxeUIApp
  • b

    bright-gpu-74537

    09/21/2022, 9:03 PM
    i dont get any perf issue when not use HaxeUIApp
  • b

    bright-gpu-74537

    09/21/2022, 9:05 PM
    erm... lol
  • b

    bright-gpu-74537

    09/21/2022, 9:06 PM
    i was setting the updateFramerate to 1... 😄
  • b

    bright-gpu-74537

    09/21/2022, 9:06 PM
    the params changed and i just remove the one that was causing the issue without really reading what they were
  • b

    bright-gpu-74537

    09/21/2022, 9:07 PM
    so i had
    1, 60, 60, true
    and i changed that to
    1, 60, true
  • b

    bright-gpu-74537

    09/21/2022, 9:07 PM
    🤦‍♂️
  • b

    bright-gpu-74537

    09/21/2022, 9:07 PM
    well, at least it explains that
  • w

    witty-island-52596

    09/21/2022, 9:22 PM
    Ah
  • w

    witty-island-52596

    09/21/2022, 9:22 PM
    Yeah that explains it
  • b

    bright-gpu-74537

    09/21/2022, 9:23 PM
    heh heh yeah, it defo does...
  • e

    elegant-twilight-61392

    09/21/2022, 9:23 PM
    so technically it wasnt a perf issue, it was just going at 1fps 🙃
  • b

    bright-gpu-74537

    09/21/2022, 9:23 PM
    heh heh, yeah, the issue was me being dumb / lazy / not reading 😄
  • e

    elegant-twilight-61392

    09/21/2022, 9:25 PM
    the problem existed between keyboard and chair
  • b

    bright-gpu-74537

    09/21/2022, 9:25 PM
    indeed 😉
  • o

    orange-van-60470

    09/22/2022, 12:50 AM
    Ian you went with Canvas ( pixels ) over GPU drawing, for implementation simplicity and more targets or did is seem faster. One interesting drawing api ( closed ) is Shapes on unity. https://acegikmo.com/shapes/docs/
  • b

    bulky-exabyte-6537

    09/22/2022, 1:05 AM
    lol
  • o

    orange-van-60470

    09/22/2022, 1:30 AM
    why is it funny? I have a triangle drawing api that is far from ideal and curious on why he went with pixels... ie flash is essentially pixels drawn, hence drawing everything to bitmap and then screen ( double buffering ) is often used. I suspect that it's hard to do vectors with gpu as they require so many triangles or complex shaders.
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