I compiled and run testlua successfully.
I expected testcpp to run but it failed.
I am compiling on window 7, using eclipse and ndk-r9.
Running on an Asus TF700T with android 4.2.1
The application displays a blank screen and terminates
Included is the a log cat.
I hope this may help.
Andre
PS: this version looks very good thank for all the work.
Android is working OK for me (tried on Nexus 7, Galaxy S4 and old Asus Tablet), but I haven’t tried it an Asus TF700T yet.
I’ll try to test it on that tablet.
Hey guys!
Nice to meet you all.
This is my first post here.
I’m trying to run 3.0-beta samples for iOS, but I cannot find *.xcodeproj files to open.
I have installed CMAKE and run all CMakeList.txt files but not Xcode projects were generated.
Please, help!
Hey guys!
Nice to meet you all.
This is my first post here.
>
I’m trying to run 3.0-beta samples for iOS, but I cannot find *.xcodeproj files to open.
I have installed CMAKE and run all CMakeList.txt files but not Xcode projects were generated.
Please, help!
>
Thanks!
Did you see the xcodeproj file in the ‘build’ folder? In there you’ll find a project file that contains all samples.
hello! I transplant the label from 3.0 beta to 2.1.5, but I found the label has some problems about position and layout, I tested it in 3.0 beta , it has the same problem.
Thanks!
I have also been having problems with Label position, is it the same one I posted here?
Minggo Zhang wrote:
> psycohk - wrote:
> > Eric Wo wrote:
> > > Jonathan Yeung wrote:
> > > > 2. The project creator created android project is not CDT project when I import into Eclipse. There is still no clue for me as of now even I add back the C++ support. For sure I can use command to build the project but it will be better if it can also be done in Eclipse.
> > >
> > > I met the same question with you. It cannot work as v3.0 alpha when I import my project or sample in Eclipse on v3.0 beta. How to fix it?
> >
> > Now I am working with using the command line to build the project. Even it cannot be built, for “Run” is fine.
> > Even I tried to add back the old .cproject but it cannot help.
> > Just a little bit inconvenient but has to wait if there is any suggestions coming.
>
> The reason we removed CDT support is that. It will build samples automatically when opening Eclipse, because i often have all samples in Eclipse project. It will take a few minutes after i can use it. It is boring.
>
Interesting. But mainly for 3.0beta, the project structure will become separated with samples again.
And usually for the developer at work, it is a must to remove sample from working repository to keep the project clean.
Can you provide the instructions to add back CDT by ourselves?
I run cocos2d-x 3.0 bate DEMO on HUAWEI C8813, then screen turn black.
May be the new renderer not support that device,
more detail please check the log file.
in cocos2d-x-3.0beta, i tried TestCpp project, and i couldn’t load config-example.plist, i debugged and i saw FileUtils couldn’t get absolute path of file
error: failed to remove /Users/apple/Library/Developer/Xcode/DerivedData/TestCppV31-dgmjuykrcbrdorcnmqogxqblbsmq/Build/Products/Debug-iphonesimulator/TestCppV31 iOS.app/qipao01.plist: “qipao01.plist” couldn’t be removed.
It seems, the white color is the color of my mask sprite. If I clip just a simple Sprite, the mask/stencil node is not rendered which how it should work.
So is it some kind of a bug in ClippingNode if it takes a SpriteBatchNode as child?
I run cocos2d-x 3.0 bate DEMO on HUAWEI C8813, then screen turn black.
May be the new renderer not support that device,
more detail please check the log file.
in cocos2d-x-3.0beta, i tried TestCpp project, and i couldn’t load config-example.plist, i debugged and i saw FileUtils couldn’t get absolute path of file
error: failed to remove /Users/apple/Library/Developer/Xcode/DerivedData/TestCppV31-dgmjuykrcbrdorcnmqogxqblbsmq/Build/Products/Debug-iphonesimulator/TestCppV31 iOS.app/qipao01.plist: “qipao01.plist” couldn’t be removed.
Did you met error just run TestCpp?
What’s your environment?
Event->stopPropagation works not as expected. Stopping propagation in leaf sprite I still receive events at root node.
I copied
// If the event was stopped, return directly.
if (event->isStopped())
{
updateListeners(event);
return false;
}
also before the Switch in CCEventDispatcher::dispatchTouchEvent(EventTouch* event)
and have got the expected behaviour. But I am not sure is correct or not. Probably there should be more gracefull workaround.
PS: I agree all dat decoupling work you made with v3.0 is pretty nice. But I experience:
it is not comfortable to create numerous EventListenerTouchAllAtOnce and attaching it to numerous sprites.
RenderCommands are too raw to use. For me it was easier to extend Sprite class and use QuadCommand to display 3D than to understand how to use custom command efficiently
But detaching render - it is must have. indeed. Please, show must go on!
Event->stopPropagation works not as expected. Stopping propagation in leaf sprite I still receive events at root node.
I copied
// If the event was stopped, return directly.
if (event->isStopped())
{
updateListeners(event);
return false;
}
also before the Switch in CCEventDispatcher::dispatchTouchEvent(EventTouch* event)
and have got the expected behaviour. But I am not sure is correct or not. Probably there should be more gracefull workaround.
PS: I agree all dat decoupling work you made with v3.0 is pretty nice. But I experience:
it is not comfortable to create numerous EventListenerTouchAllAtOnce and attaching it to numerous sprites.
RenderCommands are too raw to use. For me it was easier to extend Sprite class and use QuadCommand to display 3D than to understand how to use custom command efficiently
But detaching render - it is must have. indeed. Please, show must go on!
Hello,
We develop a new project and I would like a clear reponce.
Which version do you advise v2.x or v3.x? :;qst
And you can argue this answer?
Sincerely,