D3D11 Frame Effects causes slowdown depending on the window size
I was doing some tests and discovered that Frame Effects will affect performance based on the window size (or monitor's resolution when fullscreen)
Originally I thought this affected any DX11 app independently from using shaders or not because of how different fullscreen is on DX11...
Anyway, for now I think I can convert shaders to be used on layers as a workaround (some will not work or look right on layers tho).
But would be nice if this got fixed.
Here's a EXE showing the issue, it depends on a lot of factors, but it's easy to notice when using a intensive shader, you can see how fps changes based on the window size:
(you can check the FPS with Fraps or something)
Android / iOS runtime bug: Collide / Overlap not behaving like it should
Hi, someone brought to my attention to that collide/overlap is failing entirely on Android/iOS if the object has a big transparent/blank border.
So I did this test to see what works and what doesn't:
- Having a blank border will make it fail with Fine Collision ON.
- Fine collision OFF with or without the blank border will work.
It works fine on Windows and HTML5, couldn't test other runtimes.
Here's the mfa of the test: https://drive.google.com/file/d/16Kw...ew?usp=sharing
Bug on the built-in image editor
If you copy and paste a piece that has true black (0,0,0) on the Alpha Channel editing part it will become transparent (so whatever it has behind it will be kept).
Happens either if you copy from another software or from the Alpha Channel itself.