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# openfl
  • h

    hallowed-ocean-84954

    09/07/2022, 4:13 PM
    I assume you are compiling/running with the debug flag ? My guess is you could hack the openfl.util._internal.Log.level = 2 (LogLevel.WARN). If you are compiling/running with -verbose just stop doing that unless you need it for something else, in which case again hack it. Mind you never tried this, but looks like it should work
  • t

    thousands-state-46635

    09/07/2022, 4:22 PM
    Ah, ill try that
  • t

    thousands-state-46635

    09/07/2022, 5:01 PM
    How do I get an absolute path using FileReference?
  • t

    thousands-state-46635

    09/07/2022, 5:02 PM
    FileSystem only allows getting the absolute path of a relative file
  • r

    rhythmic-wolf-50922

    09/07/2022, 5:14 PM
    I believe that
    FileReference
    provides only the file name. it was designed for use on the web, where the full path should be hidden for security purposes. I think that you need to use
    File
    instead of
    FileReference
    to be able to get its
    nativePath
    property.
  • r

    refined-cat-44047

    09/08/2022, 4:39 AM
    I have almost 1,000 small .wav files in my game. When building for HTML5, I get an error: > HTML5 Audio pool exhausted, returning potentially locked audio object. Seems to be an error directly from Howler.js. Has anyone ran into this before and knows what's going on? or worked around it?
  • b

    boundless-australia-56579

    09/09/2022, 10:56 AM
    @refined-cat-44047 I never had this issue. Workaround is to merge those files (download time should be faster also) and start the sounds at correct times. Try to merge by level. You can use https://github.com/tonistiigi/audiosprite which is compatible with howlerjs (but there is no openfl api for it)
  • r

    refined-cat-44047

    09/10/2022, 9:38 AM
    That is a great suggestion! Thanks!
  • w

    witty-island-52596

    09/22/2022, 4:04 PM
    I don't get why openfl outputs all shaders to my console
  • w

    witty-island-52596

    09/22/2022, 4:04 PM
    I know I can do !openfl to filter but it really confuses me that I need to
  • w

    witty-island-52596

    09/22/2022, 4:05 PM
    and even more than I seem to be the only one who brings this up
  • w

    witty-island-52596

    09/22/2022, 4:07 PM
    it also seems like a bug
  • p

    powerful-morning-89

    09/22/2022, 4:15 PM
    That should probably check for
    shaderInfoLog.trim() != ""
    too.
  • b

    best-agent-85158

    09/22/2022, 4:19 PM
    a lot of ppl have that
  • b

    best-agent-85158

    09/22/2022, 4:19 PM
    they seemed to forget to remove it in the new update
  • w

    witty-island-52596

    09/22/2022, 4:19 PM
    Is it even possible to get null from
    gl.getShaderInfoLog(shader);
  • b

    best-agent-85158

    09/22/2022, 4:19 PM
    ill open a pr real quick if u want
  • w

    witty-island-52596

    09/22/2022, 4:19 PM
    how was this intended to be used?
  • w

    witty-island-52596

    09/22/2022, 4:20 PM
    like if I wanted to log my shaders what do I do?
  • w

    witty-island-52596

    09/22/2022, 4:20 PM
    because maybe "" is an expected value that people would use
  • b

    best-agent-85158

    09/22/2022, 4:21 PM
    where is this code?
  • w

    witty-island-52596

    09/22/2022, 4:21 PM
    path up top
  • w

    witty-island-52596

    09/22/2022, 4:22 PM
    https://github.com/openfl/openfl/blob/develop/src/openfl/display/Shader.hx#L318
  • w

    witty-island-52596

    09/22/2022, 4:22 PM
    I mean I have no trouble making a PR for this but I want to know more about the design intentions
  • p

    powerful-morning-89

    09/22/2022, 4:22 PM
    I think that code is supposed to debug log the shader if there is something in the log (eg a warning), or error log if compile failed.
  • w

    witty-island-52596

    09/22/2022, 4:24 PM
    so, compileShader generates the log and getShaderInfoLog retrieves it?
  • w

    witty-island-52596

    09/22/2022, 4:25 PM
    is gl an external? I can't seem to find the source
  • p

    powerful-morning-89

    09/22/2022, 4:28 PM
    gl
    is a GL context from lime.
  • w

    witty-island-52596

    09/22/2022, 4:30 PM
    I can't step in while debugging and
    Go to Declaration
    takes me to
    js.html.webgl.RenderingContext.hx
  • p

    powerful-morning-89

    09/22/2022, 4:30 PM
    The native code is here https://github.com/openfl/lime/blob/f9827cf47e84d650ebfd89e480d7fb1750ba4c95/project/src/graphics/opengl/OpenGLBindings.cpp#L2441
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