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# lime
  • b

    bulky-insurance-39338

    02/25/2023, 2:03 PM
    mhm, its not "tracing" at runtime then ... its while the buildprocess!
  • s

    square-angle-35096

    02/25/2023, 2:07 PM
    no no its in runtime
  • s

    square-angle-35096

    02/25/2023, 2:07 PM
    that only happens when you enter a specific state
  • b

    bulky-insurance-39338

    02/25/2023, 2:10 PM
    and do you also get it if you build by
    lime build ... -final
    ?
  • s

    square-angle-35096

    02/25/2023, 2:13 PM
    i could try but not sure if this is dce safe
  • b

    bulky-insurance-39338

    02/25/2023, 2:21 PM
    try it or don't try it 😂 ~~
  • b

    bulky-insurance-39338

    02/25/2023, 2:21 PM
    (sry.. have to leave for now)
  • s

    square-angle-35096

    02/25/2023, 2:21 PM
    its ok
  • e

    elegant-twilight-61392

    02/25/2023, 2:44 PM
    does it show the file and line number before that message?
  • e

    elegant-twilight-61392

    02/25/2023, 2:44 PM
    if not, its not a trace
  • e

    elegant-twilight-61392

    02/25/2023, 2:44 PM
    no-traces does not disable printing to stdout/stderr
  • e

    early-apartment-19010

    02/25/2023, 2:47 PM
    anyone else having audio issues in lime 8.0.1? ive been experiencing an issue where audio will cut out for like half a second and then come back on with like a static noise in between i downgraded my lime to 8.0.0 and it seemed to fix the issue. anyone else having this problem?
  • h

    hallowed-ocean-84954

    02/26/2023, 8:34 PM
    Does Lime support geometry shaders ? I cannot find any define for GL_GEOMETRY_SHADER. I am guessing this is because lime is actually based on GLES or WebGL, right ? I had thought its context could support OpenGL but I'm guessing not. Even in the OpenGLRenderContext there is no define for GL_GEOMETRY_SHADER so I'm guessing that is really just a cast/abstract over the less capable type.
  • p

    powerful-morning-89

    02/26/2023, 8:59 PM
    Do you want to support iOS and/or Apple Silicon Macs? Then you can't use geometry shaders, and you'll have to use compute shaders instead. And Lime indeed doesn't seem to include bindings for the relevant constants & stuff.
  • h

    hallowed-ocean-84954

    02/26/2023, 9:30 PM
    For me at the moment this is all a learning exercise - to learn GL. So that's how it came up. But interesting that Apple gear doesn't support geometry shaders - are compute shaders able to export primitives ?
  • h

    hallowed-ocean-84954

    02/27/2023, 2:45 PM
    Anyone have a working example of use of vertex array objects in Lime ? In particular, use of the WebGL2RenderContext.createVertexArray(). I'm only getting nulls back when I call it. In case it matters, I'm on Windows 10 with lime 8.0.0.
  • b

    bulky-insurance-39338

    02/27/2023, 3:08 PM
    i am using like this: (
    lime.graphics.opengl.GLVertexArrayObject
    )
  • p

    powerful-morning-89

    02/27/2023, 3:11 PM
    Looks like
    LIME_GLES3_API
    is not defined on Windows (or macOS), and therefore vertex arrays are not enabled.
  • b

    bulky-insurance-39338

    02/27/2023, 3:12 PM
    yep, ES3 only on html5-target there at now ( for android it was into work last time ;)
  • b

    bulky-insurance-39338

    02/27/2023, 3:15 PM
    ( i am wrapping around all of this into here: .. so can check inside of code later whats available and what not .. e.g. UBO or VAO etc.)
  • b

    bulky-insurance-39338

    02/27/2023, 3:16 PM
    the things is that on html5 target you have to check at runtime whats available (for older webgl1-browsers!)
  • p

    powerful-morning-89

    02/27/2023, 3:22 PM
    VAO's are also something you usually set once at the start and then forget about.
  • h

    hallowed-ocean-84954

    02/27/2023, 3:27 PM
    @powerful-morning-89 thankx for looking this out for me. I was afraid of something like that.
  • h

    hallowed-ocean-84954

    02/27/2023, 3:28 PM
    @bulky-insurance-39338 - thanx for the example - that's how I was trying to use it too - helps to know I was doing it correctly
  • h

    hallowed-ocean-84954

    02/28/2023, 4:13 AM
    Yep sure enough works on HTML5
  • m

    millions-leather-14715

    03/01/2023, 5:19 PM
    hi, not sure if this is the right channel to ask in, but I'm getting a strange error when trying to set up my Android dev environment this directory DOES exist, but ofc it uses backslashes instead of forward slashes does anyone know why it's looking for forward slash versions? where can i change where it's looking for?
  • m

    millions-leather-14715

    03/01/2023, 5:21 PM
    wait, I may have seen my problem, one sec
  • m

    millions-leather-14715

    03/01/2023, 5:24 PM
    okay yeah, the directory I had it pointing at wasn't the one it expected -- i thought it needed to look at a specific platform's folder, but it wanted the entire android directory. I'm getting a different problem one, but at least it's a new one I can try figuring out 😅
  • r

    rhythmic-wolf-50922

    03/01/2023, 5:40 PM
    Which slash you use on Windows generally doesn’t matter. There might be some places where backslash is required, but it’s rare, I think.
  • m

    millions-leather-14715

    03/01/2023, 5:41 PM
    ahh, i didn't realize, that's pretty cool
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