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Messages - dotbunny

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Support / Re: Mesh.CreateVBO Frame Rate Spikes
« on: August 05, 2012, 04:46:15 pm »
3.5.5f2 has horrific spikes still on Mesh.CreateVBO ... and for some reason i cant compile in armv6 ;(

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Support / Re: PoolManager + Animated Sprites from 2D Toolkit
« on: June 15, 2012, 07:05:49 pm »
Heh :( not really.

Deliverable this weekend + 3 other games using the same tech getting put out in the next month.

Any suggestions would be much appreciated ... or hell I'll test anything :D

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Support / Re: PoolManager + Animated Sprites from 2D Toolkit
« on: June 12, 2012, 05:51:16 pm »
It's still pointing to "Instance" :)

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Support / Re: PoolManager + Animated Sprites from 2D Toolkit
« on: June 09, 2012, 03:24:57 pm »
Small update,

I've verified that UpdateVerticesImpl is being called and the meshes UV's are being adjusted; I don't really know where to go from there as thats the actual swapping point.

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Support / PoolManager + Animated Sprites from 2D Toolkit
« on: June 09, 2012, 02:37:41 pm »
After the wonderful support I got via email, I thought I would post this question publicly as others may find the 'hopeful' answer useful.

I'm utilizing the PoolManager middleware (Pathologic Games) to facilitate having many reusable animated sprites. It seems that any animated sprite that is used within this system does not animated correctly.

I've watched the actual tk2dAnimatedSprite script closely, it is indicating that it is playing, it is not paused (or globally paused), the spriteID changes, as does the previous ID ... however the actual rendered sprite does not change.

I have verified that SetFrameInternal is being called as well.

Is there any other suggested points I should be looking at ?

The object pool system simply does a SetActiveRecursive type thing ....

Thoughts?

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