1st of all, excellent work on the phone version!
Very happy with it overall, but there are some artifacts in one of my projects where I draw a scaled and/or rotated img of the screen back onto itself.
I added a couple of pics, the 1st 2 pics are from the phone version, where you can see these purple artifacts, even if I draw nothing, the last pic is from the ipad, how it is supposed to look.
I only get the artifacts when the screen is being rotated and/or scaled, the strength of which is determined by how you hold the device. I included the relevant bit of code below, there is another setcontext() before I draw the final img to the screen.
zooml = 1-(Gravity.y+.8) / 20--1-((Gravity.y+1)*2/10)
sprite(screenImg, 0,0, screenImg.width*zooml,screenImg.height*zooml)
Thanks for the detailed report. What iPhone model are you using?
Do you have a very short example that reproduces the problem?
Im using a 12 mini, sample code below, thanks! =)
You can scale up or down by ‘tilting’ and rotate by ‘rolling’ the device.
You can draw something on the screen by touching, but the artifacts show up regardless.
-- Artifact Xmple
rnd = math.random
img = image(WIDTH, HEIGHT)
fill(55+rnd(200), 55+rnd(200), 55+rnd(200))
rect(WIDTH/2-150,HEIGHT/2-150, 300, 300)
background(0, 0, 0, 255)
-- draw scaled & rotated img onto itself
zoom = 1-(Gravity.y+.8) / 20
sprite(img, 0,0, img.width*zoom, img.height*zoom)
-- fade to black
-- draw img to screen
sprite(img, img.width/2, img.height/2)
Thank you! Will use it for debugging. I wonder if it’s due to the 3x scale factor of iPhone screens and some assumption in the Codea rendering code
I got this problem on a new ipad as well, is this still on the fix list?