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# openfl
  • a

    able-action-74275

    03/24/2023, 1:34 PM
    the macros here are really only string replacements anyway, but still they offer structure which is good
  • h

    hallowed-ocean-84954

    03/24/2023, 1:39 PM
    one thing I am trying to get straight is the real distinction between the metadata which is providing the data (@:glFragmentSource) and the build macro that processes it - I am not 100% sure what's triggering the macro to run - it's not directly invoked, like with @:build
  • h

    hallowed-ocean-84954

    03/24/2023, 1:39 PM
    so I'm guessing that the metadata has to be processed first
  • h

    hallowed-ocean-84954

    03/24/2023, 1:40 PM
    and I am wondering if that's half the problem - but that would probably only be an issue in the case where I have a macro providing the string text - here I've simplified it to a string const. hmmm...
  • h

    hallowed-ocean-84954

    03/24/2023, 1:40 PM
    it's always amusing trying to understand something when you don't understand the underlying bits of it either 🙂
  • a

    able-action-74275

    03/24/2023, 1:41 PM
    this is what calls the macro as far as I can tell
  • a

    able-action-74275

    03/24/2023, 1:42 PM
    Shader eventually extended by FlxShader
  • h

    hallowed-ocean-84954

    03/24/2023, 1:43 PM
    yeah I remember seeing that yesterday - but it's only in a non-macro context which puzzled me a little
  • h

    hallowed-ocean-84954

    03/24/2023, 1:43 PM
    I forgot I was going to check into autobuild and see exactly what it did
  • h

    hallowed-ocean-84954

    03/24/2023, 1:44 PM
    but ok - so that's where this is invoked but that means the metadata must be processed by the compiler before this point somewhere
  • what does `invalidate()` do to shaderFilters? is it like `kill()` in haxeflixel
    l

    limited-psychiatrist-77022

    03/29/2023, 7:47 PM
    what does
    invalidate()
    do to shaderFilters? is it like
    kill()
    in haxeflixel
  • I think invalidate allows a redraw, when stuff has moved?
    o

    orange-van-60470

    03/29/2023, 9:43 PM
    I think invalidate allows a redraw, when stuff has moved?
  • Unsure if this should go in lime or openfl, but how can i get the current screen dpi? since allow-high-dpi breaks in 1 project im in
    m

    modern-quill-15664

    03/31/2023, 11:02 PM
    Unsure if this should go in lime or openfl, but how can i get the current screen dpi? since allow-high-dpi breaks in 1 project im in
  • <@239685369740787713> Can you get to/use lime.system.Display which has a dpi field ? Should be able to get it from the lime.Window object I think
    h

    hallowed-ocean-84954

    04/01/2023, 3:42 PM
    @modern-quill-15664 Can you get to/use lime.system.Display which has a dpi field ? Should be able to get it from the lime.Window object I think
  • is there a way I can kill a shader? I feel like its using a lot of ram
    l

    limited-psychiatrist-77022

    04/02/2023, 2:40 AM
    is there a way I can kill a shader? I feel like its using a lot of ram
  • Hi, I wanted to know is there a way to get the renderer of the game you're using?
    e

    enough-lawyer-1858

    04/02/2023, 1:21 PM
    Hi, I wanted to know is there a way to get the renderer of the game you're using?
  • You can get the renderer out of the RenderEvent.RENDER_OPENGL event which is a RenderEvent. event.renderer. You can also get it from the context `stage.window.context`. I use the `webgl` field there to get the webgl renderer but I believe there are other fields too. You can also get to the Context3D renderer if you need it.
    h

    hallowed-ocean-84954

    04/02/2023, 2:29 PM
    You can get the renderer out of the RenderEvent.RENDER_OPENGL event which is a RenderEvent. event.renderer. You can also get it from the context
    stage.window.context
    . I use the
    webgl
    field there to get the webgl renderer but I believe there are other fields too. You can also get to the Context3D renderer if you need it.
  • hi guys, how can I get the complete response content from an error 500 on HTML5? I receive the ErrorEvent, but everything I can find inside is the 500 error code, while on the Chrome debug window I can see an additional text data coming with the error is {"error":"ROUND_KO","description":"Info --> TEST_Info"} I am sorry if I am spamming the question everywhere <:blobnervous2:964199768517652530>
    f

    full-finland-85350

    04/03/2023, 3:52 PM
    hi guys, how can I get the complete response content from an error 500 on HTML5? I receive the ErrorEvent, but everything I can find inside is the 500 error code, while on the Chrome debug window I can see an additional text data coming with the error is {"error":"ROUND_KO","description":"Info --> TEST_Info"} I am sorry if I am spamming the question everywhere
  • when I get the IOErrorEvent and I read the "text" it only contains the error code 500
    f

    full-finland-85350

    04/03/2023, 3:53 PM
    when I get the IOErrorEvent and I read the "text" it only contains the error code 500
  • f

    full-finland-85350

    04/03/2023, 3:57 PM

    https://cdn.discordapp.com/attachments/769686284318146561/1092478071241703536/image.pngâ–¾

  • this is what happens in HTML5HTTPRequest.hx when I receive the response and handle the request.status
    f

    full-finland-85350

    04/03/2023, 3:59 PM
    this is what happens in HTML5HTTPRequest.hx when I receive the response and handle the request.status
  • when status is 500 it only keeps `request.status` and strips away `request.response`
    f

    full-finland-85350

    04/03/2023, 4:00 PM
    when status is 500 it only keeps
    request.status
    and strips away
    request.response
  • that is what I need
    f

    full-finland-85350

    04/03/2023, 4:03 PM
    that is what I need
  • maybe the correct function is ___LoadText, but the result is the same
    f

    full-finland-85350

    04/03/2023, 4:13 PM
    maybe the correct function is ___LoadText, but the result is the same
  • f

    full-finland-85350

    04/03/2023, 4:13 PM

    https://cdn.discordapp.com/attachments/769686284318146561/1092481966558945322/image.pngâ–¾

  • l
    f

    full-finland-85350

    04/03/2023, 4:13 PM
    l
  • I have noticed that there is also an inconsistency between `__loadText` and `__loadData` : `__loadData` considers as errors the status >= 400, while `__loadText` the status > 400, that is a bug for me.
    f

    full-finland-85350

    04/04/2023, 9:33 AM
    I have noticed that there is also an inconsistency between
    __loadText
    and
    __loadData
    :
    __loadData
    considers as errors the status >= 400, while
    __loadText
    the status > 400, that is a bug for me.

    https://cdn.discordapp.com/attachments/769686284318146561/1092743771864702986/image.pngâ–¾

    https://cdn.discordapp.com/attachments/769686284318146561/1092743772099588187/image.pngâ–¾

  • I have also checked the NativeHTTPRequest.hx, that correctly distinguishes the cases where I have extra data over the base one
    f

    full-finland-85350

    04/04/2023, 9:35 AM
    I have also checked the NativeHTTPRequest.hx, that correctly distinguishes the cases where I have extra data over the base one

    https://cdn.discordapp.com/attachments/769686284318146561/1092744134600687616/image.pngâ–¾

  • did someone manage to make a fix for blendmodes?
    a

    able-printer-41379

    04/10/2023, 11:58 AM
    did someone manage to make a fix for blendmodes?
  • I got a question The minimum range that covers the whole gradient in a gradient fill is 255 right?
    e

    enough-lawyer-1858

    04/10/2023, 2:00 PM
    I got a question The minimum range that covers the whole gradient in a gradient fill is 255 right?
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