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New version 2.0.47
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Topic: New version 2.0.47 (Read 526 times)
New version 2.0.47
Ariel Nehmad
«
on:
January 04, 2012, 10:43:02 AM »
As always, same links or
here
.
There are a few important changes on this build, please take a quick look at the
changelog
.
The most important thing of this build are the new layer sorting algorithms and several core optimizations.
Sorting can be enabled per layer, that means you can sort specific layers separately in different ways.
This is very useful specially for objects with alpha that needs to be sorted before draw.
Included in this release there is a new short example (35) that shows how to use this new functionality and the scene.setLayerSortMode method.
Next to come is the new FLSL compiler, that will bring the engine to the next level in quality and performance!
This version has several internal changes, so, if something isn't working as expected, please let us know.
Enjoy!.
New version 2.0.47
Duc VM
«
Reply #1 on:
January 04, 2012, 01:38:47 PM »
Great new version!!!
thanks!
New version 2.0.47
Jon Davey
«
Reply #2 on:
January 04, 2012, 01:42:10 PM »
I'm getting an compiler error after I replaced 2.046 with 2.047
Exception fault: VerifyError: Error #1053: Illegal override of inView in flare.core.Light3D.
New version 2.0.47
Duc VM
«
Reply #3 on:
January 04, 2012, 01:58:28 PM »
@Jon. delete
lib/Flare3D_2046.swc
and try again!
skinning and bone in new version very great!
New version 2.0.47
Jon Davey
«
Reply #4 on:
January 04, 2012, 02:15:18 PM »
Thanks Duc, I removed Flare3D_2046.swc from my libs folder completely and added Flare3D_2047.swc but I'm still getting the Override error.
New version 2.0.47
Jose Luis Ressia
«
Reply #5 on:
January 04, 2012, 04:04:52 PM »
@Jon. Please verify that you are not referencing the old libray in the global settings in your IDE. What are you using to test? Flash PRO, Flash Develop, Builder?
Regards
New version 2.0.47
Jon Davey
«
Reply #6 on:
January 04, 2012, 05:05:24 PM »
Thanks Jose, I use FDT but apparently I had too much time off this holiday because I completely forgot about about an asset SWF that gets imported into my main application that needed to be recompiled with the new Flare swc. Now that I have everything is great. Cheers!
New version 2.0.47
Jon Davey
«
Reply #7 on:
January 04, 2012, 06:47:11 PM »
I'm running into some problems with MouseCollisions using 2.047. I'll paste the code below. It causes flash player to crash when calling the MouseCollision.test(x,y) method. I'm running OSX 10.6 with Flash Player 11.0.1.152
package {
import flare.core.Camera3D;
import flare.system.Input3D;
import flash.events.Event;
import flare.collisions.MouseCollision;
import flare.materials.filters.ColorFilter;
import flare.materials.Shader3D;
import flare.primitives.Plane;
import flare.basic.Scene3D;
import flash.display.MovieClip;
[SWF(frameRate = 60, width = 900, height = 650, backgroundColor = 0x000000)]
public class MouseCollisionTest extends MovieClip {
private var plane : Plane;
private var scene : Scene3D;
private var mouseTracker : MouseCollision;
public function MouseCollisionTest() {
scene = new Scene3D(this);
scene.camera = new Camera3D();
scene.camera.setPosition(200, 100, -200);
scene.camera.lookAt(0, 0, 0);
scene.antialias = 2;
var mat : Shader3D = new Shader3D("plane", [new ColorFilter(0xffffff)]);
mat.twoSided = true;
plane = new Plane("", 100, 100, 1, mat);
plane.parent = scene;
mouseTracker = new MouseCollision();
mouseTracker.addCollisionWith(plane);
scene.addEventListener(Scene3D.UPDATE_EVENT, updateEvent);
}
private function updateEvent(e : Event) : void {
mouseTracker.test(Input3D.mouseX, Input3D.mouseY);
if (mouseTracker.data.length > 0)
trace(mouseTracker.data[0]);
}
}
}
New version 2.0.47
daiwei wei
«
Reply #8 on:
January 05, 2012, 03:55:46 AM »
I also encountered the problem that MouseCollision.test() call will cause the FlashPlayer crash. Even the example
http://wiki.flare3d.com/index.php/Custom_Mouse_Collision
cannot run normally.
New version 2.0.47
Ariel Nehmad
«
Reply #9 on:
January 05, 2012, 09:56:56 AM »
Hi guys, I tried to reproduce the mouse issue here with no luck, but we did a quick fix on something we think that was causing the error.
The new version is already uploaded (2.0.47b), can you try it?
Please let us know!.
New version 2.0.47
Jon Davey
«
Reply #10 on:
January 05, 2012, 11:27:22 AM »
Yup, 2.0.47b fixes the problem on my end. Thanks Ariel!
New version 2.0.47
Pierre-Alain Laur
«
Reply #11 on:
January 05, 2012, 01:26:24 PM »
Scene3D.updateRenderList() is gone.
I used it after deleting+creating another camera. Would it still be safe now without it ? Should I call a .update or nothing ?
Will try soon, but advice always welcome.
New version 2.0.47
Pierre-Alain Laur
«
Reply #12 on:
January 05, 2012, 01:37:34 PM »
Seems to work fine without it.
New version 2.0.47
Ariel Nehmad
«
Reply #13 on:
January 05, 2012, 02:49:53 PM »
Previous updateRenderList, forces to rebuild the render list, but the new render list is more static, it means, when you add or remove some objects, the list is updated instantaneously....so there is no need to update.
New version 2.0.47
Hans Eklund
«
Reply #14 on:
January 05, 2012, 08:48:30 PM »
We have quite a lot of assets exported as F3D v1 format.
Will there be any obvious advantage in exporting those to F3D v2 format?
I'm thinking of things like, file size, memory usage, file importing/parsing speed, aso.
Tnx
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New version 2.0.47