ambitious-knife-25690
12/16/2022, 1:03 AMfast-ice-36271
12/16/2022, 1:04 AMambitious-knife-25690
12/16/2022, 1:05 AMambitious-knife-25690
12/16/2022, 1:05 AMambitious-knife-25690
12/16/2022, 1:10 AMhx
inline function formatTime() {
return DateTools.format(Date.now(), '%r');
}
4) In your update loop do something like
hx
this.text_label.text = formatTime();
thousands-state-46635
12/16/2022, 5:42 PMhallowed-ocean-84954
12/16/2022, 5:45 PMthousands-state-46635
12/16/2022, 5:47 PMthousands-state-46635
12/16/2022, 5:47 PMhallowed-ocean-84954
12/16/2022, 5:48 PMthousands-state-46635
12/16/2022, 5:49 PMthousands-state-46635
12/16/2022, 5:50 PMhx
// }
@:noCompletion private function __createGLShader(source:String, type:Int):GLShader
{
var gl = __context.gl;
var shader = gl.createShader(type);
gl.shaderSource(shader, source);
gl.compileShader(shader);
var shaderInfoLog = gl.getShaderInfoLog(shader);
var hasInfoLog = shaderInfoLog != null && StringTools.trim(shaderInfoLog) != "";
var compileStatus = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
if (hasInfoLog || compileStatus == 0)
{
var message = (compileStatus == 0) ? "Error" : "Info";
message += (type == gl.VERTEX_SHADER) ? " compiling vertex shader" : " compiling fragment shader";
message += "\n" + shaderInfoLog;
message += "\n" + source;
if (compileStatus == 0) Log.error(message);
else if (hasInfoLog) Log.debug(message);
}
return shader;
}
hallowed-ocean-84954
12/16/2022, 5:50 PMthousands-state-46635
12/16/2022, 5:51 PMhallowed-ocean-84954
12/16/2022, 5:51 PMrhythmic-wolf-50922
12/16/2022, 5:51 PMhallowed-ocean-84954
12/16/2022, 5:51 PMrhythmic-wolf-50922
12/16/2022, 5:52 PMthousands-state-46635
12/16/2022, 5:52 PMthousands-state-46635
12/16/2022, 5:53 PMthousands-state-46635
12/16/2022, 5:54 PMhallowed-ocean-84954
12/16/2022, 5:54 PMhallowed-ocean-84954
12/16/2022, 5:54 PMrhythmic-wolf-50922
12/16/2022, 5:55 PMthousands-state-46635
12/16/2022, 6:02 PMthousands-state-46635
12/16/2022, 6:02 PMthousands-state-46635
12/16/2022, 6:02 PMhx
@:noCompletion private function __createGLShader(source:String, type:Int):GLShader
{
var gl = __context.gl;
var shader = gl.createShader(type);
gl.shaderSource(shader, source);
gl.compileShader(shader);
var shaderInfoLog = gl.getShaderInfoLog(shader);
var hasInfoLog = shaderInfoLog != null && StringTools.trim(shaderInfoLog) != "";
var compileStatus = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
if (hasInfoLog || compileStatus == 0)
{
var message = (compileStatus == 0) ? "Error" : "Info";
message += (type == gl.VERTEX_SHADER) ? " compiling vertex shader" : " compiling fragment shader";
message += "\n" + shaderInfoLog;
message += "\n" + source;
if (compileStatus == 0) Log.error(message);
else if (hasInfoLog) Log.debug(message);
}
return shader;
}
hallowed-ocean-84954
12/16/2022, 6:27 PMhallowed-ocean-84954
12/16/2022, 11:52 PM