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TransitionsFade flickers on both android & iphone
TransitionsFade flickers on both android & iphone
replaceScene flickers on my Win32 system as well. It shows a full black frame just before starting the transition to a new scene. It’s very visible when using fade effects to fade out the old and fade in the new scene.
I could only fix it by adding a really dirty hack to stop GL from drawing anything between starting the transition for replacing a scene and 0.1 seconds afterwards (I probably won’t be uploading the hack to this place, as it’s really, really, really ugly).
Hi, Strawberry
Ref to issue #344 and the post http://www.cocos2d-x.org/boards/10/topics/524?r=536\#message-536
You said that after take out the modifications for fps throttling, there’re no more weird flickering on android device. Is it the same case to this issue?
No, it’s (unfortunately) not related to the fps throttling. The flickering caused by the situation described in the post you’re linking to was different (many black frames all the time instead of just one black frame at the beginning of a transition).
I’ve been investigating this bug here a little further and found the following post @ the Cocos2d-iPhone boards:
http://www.cocos2d-iphone.org/forum/topic/9714
I think that might be the very same bug.
- Target version set to 9
- Target version changed from 9 to cocos2d-0.99.5-x-0.8.3
ok, I test it again today
on win32 version
* fade series flickers once at the start, then work normally.
* flip series keep filckering during the transition
* slide series works well
on ios release version, running on ipod touch 3gs
* FadeTransition have a probability of 25 to flicker at the start, 75 chance works correctly
- Target version changed from cocos2d-0.99.5-x-0.8.3 to cocos2d-0.99.5-x-0.8.2
- Subject changed from TransitionsTest has incorrect effects on HTC Magic & Moto Droid2 to TransitionsFade flickers on both android & iphone
- Category changed from 2 to 5
- Status changed from New to Accepted
- Assignee set to huangrh
bool CCTransitionFade::initWithDuration(ccTime duration, CCScene *scene, ccColor3B color)
{
if (CCTransitionScene::initWithDuration(duration, scene))
{
m_tColor.r = color.r;
m_tColor.g = color.g;
m_tColor.b = color.b;
}
return true;
}
m_tColor doesn’t init the value of “r”. It should init the value to “0”, like:
bool CCTransitionFade::initWithDuration(ccTime duration, CCScene *scene, ccColor3B color)
{
if (CCTransitionScene::initWithDuration(duration, scene))
{
m_tColor.r = color.r;
m_tColor.g = color.g;
m_tColor.b = color.b;
// init the value of r
m_tColor.r = 0;
}
return true;
}
It doesn’t matter in cocos2d-iphone, because object-c init the value by default.
- Status changed from Resolved to Closed
Oooh, it’s so smooth now! Many many thanks for tracking this one down!
- Project changed from cocos2d-x to cpp
- Category deleted (
5) - Target version deleted (
cocos2d-0.99.5-x-0.8.2)
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Status: | Closed | |
---|---|---|
Start date: | 2011-02-13 | |
Priority: | Normal | |
Due date: | ||
Assignee: | huangrh | |
% Done: | 100% |
|
Category: | - | |
Target version: | - |
My opinion, HTC Magic is using Qualcomm adreno, while Moto Droid2 is using PowerVR chipset. So it isn’t caused by the different implementation of OpenGL ES standard in different chipsets.