@Jmv38 try changing your Stars:draw()
to:
function Stars:draw()
pushMatrix()
translate(0, 0, -10)
spriteMode(CORNER)
sprite(self.img, 0, 0)
popMatrix()
end
@Jmv38 try changing your Stars:draw()
to:
function Stars:draw()
pushMatrix()
translate(0, 0, -10)
spriteMode(CORNER)
sprite(self.img, 0, 0)
popMatrix()
end
@Simeon your tweek does work.
But it still looks like a bug to me.
For instance put the text at z=10 and stars at y=0: now the text is hidden again, this is in contradiction with your reasonning above (-300,-10)
also, the different axis (x,y,z) definition for sprites and camera doesnt help … but this has been extensively discussed elsewhere. (reminder for others: for sprites xy is the display, z is perpendicular towards you; for camera x is the same, y is z and z is y)
@Jmv38 @Simeon 's tweak works for me. The star field displays behind the text.
Edit: sorry @Jmv38 , I read your post too quickly, I misread it as “your tweak doesn’t work”
More importantly though, Episode 2? Seriously? :s
NOT episode 2, surely not. :o
@Jmv38 z
should represent depth for both sprites and camera, is this not the case?
This isn’t a bug I don’t think, just how OpenGL draws.
My bad, i guess i got confused, sorry.
I’m getting failures when attempting to compile the latest Xcode exports.
"gunzip: /Users/GGG/Downloads/HHH/Libs/libtools.a.gz: not in gzip format
Command /bin/sh failed with exit code 1"
Just me?
@Mark that’s concerning! Sounds like a bad file, I’ll check.
@Mark the file seems okay, perhaps the download got corrupted for some reason. Could you delete the libtools* and libcodea* files from your Libs dir and try build again?
@Simeon I had the same problem than @Mark this afternoon
BUG REPORT: after playing with the the sound generator interface (advanced) for 20-30 times, changing one parameter after the other to make a precise sound, the sound produced becomes wrong (noise or explosion added). To stop that only one way: kill codea.
BUG IN SOUNDBUFFER EXAMPLE:
a piece of code generate an error; replace slashes with double anti slash
datum="\\\\0\\\\xAD\\\"
@erickyamato did deleting your libs and rebuilding in Xcode fix it?
@Jmv38 thank you for the bug reports, I’ll have to fix the sound buffer example. The sound artefact one sounds a big like a memory corruption issue. I’ll look into it.
I’ll try @Simeon …
A bug that once time I said to you: when a project contains a special character, Xcode can’t open
Tried deleting and rebuilding, and re-exporting. Still getting the same error.
note: building against lib version 2.3.2.
note: Downloading Codea Library...
% Total % Received % Xferd Average Speed Time Time Time Current
Dload Upload Total Spent Left Speed
0 0 0 0 0 0 0 0 --:--:-- --:--:-- --:--:-- 0
0 0 0 0 0 0 0 0 --:--:-- --:--:-- --:--:-- 0
100 224 100 224 0 0 496 0 --:--:-- --:--:-- --:--:-- 496
gunzip: /Users/USER/Downloads/PROJECT/Libs/libcodea.a.gz: not in gzip format
note: Downloading Tools Library...
% Total % Received % Xferd Average Speed Time Time Time Current
Dload Upload Total Spent Left Speed
0 0 0 0 0 0 0 0 --:--:-- --:--:-- --:--:-- 0
100 224 100 224 0 0 997 0 --:--:-- --:--:-- --:--:-- 1000
gunzip: /Users/USER/Downloads/PROJECT/Libs/libtools.a.gz: not in gzip format
Command /bin/sh failed with exit code 1
@Mark I reckon it has something to do with updating our site to SSL.
If you download them from https://codea.io/lib/libcodea-2.3.2.a.gz and https://codea.io/lib/libtools-2.3.2.a.gz are you able to extract the .a
files?
@Mark this should be fixed now if you delete the libraries and rebuild with Xcode. The script wasn’t following the http → https redirect set up on the server, so I have disable https for library downloads until the next update.
@Simeon Here’s something that I ran across in one of my projects. It doesn’t cause a problem, but it’s unusual. Copy the code below and do a Paste into project
. It will create a project with a Main
and temp
tab. Tap on the temp
tab and while in the temp
tab, execute the program. The program deletes the temp
tab and then exits back to the editor. The temp
tab name will be gone, but the code in the temp
tab will still show. Tap on the Main
tab and things are back to normal. As I said, it’s not a problem, just unusual.
--# Main
function setup()
saveProjectTab("temp",nil)
close()
end
--# temp
-- empty tab for demo