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MMF2 HWA Beta 1f
Hi everyone,
A new version is available :
Version Standard
Version Developer
TGF2
Fixes in this version
- Active Picture object : Stretch & Rotation optimized for HWA.
- Active Picture object : now supports floating point angles.
- Active Picture object : Create Backdrop now works in HWA mode - however it might be slow - if so, let me know, I'll add an option to create the APO in software mode if it's used only to create backdrops.
- Active Picture object : custom transparent color not working.
- Picture object : custom transparent color not working.
- Shape object : custom transparent color not working.
- Button object : bitmap button not displayed in HWA mode.
- Counter object : displayed at a wrong position in text mode.
- Objects from bonus pack 3 (mouse, popup message, etc) : crash when inserting them in the frame editor.
- String objects : displayed below backdrop objects.
- Runtime : crash with Set Ink Effect action.
- Runtime : crash when testing collisions with scaled sprites.
- Runtime : Invert ink effect now works in HWA mode.
- VSync option : modified once again, but I don't think we can do better in windowed mode, it will work perfectly only in full screen mode.
Let me know if any specific issue in this build.
Just for info for the ones who didn't read the topic about the first beta, transitions and full screen mode don't work yet in this version, as well as some 3rd party graphical extensions like the Lens or Flame objects, and some actions/expressions are still missing to change the new effects and their parameters.
Yves.
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Re: MMF2 HWA Beta 1f
I noticed something quite strange on a test I carried out on an existing project... I ran the app with DirectX 9 and got a much higher frame rates when the game didn't have focus... I was getting around 30 with lots of explosions etc going off when the app had focus but when it lost focus and the had focus once again I was getting around 58... very strange!
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Re: MMF2 HWA Beta 1f
Yes! Yes!Excellent!
Yves, how's MMF2 dealing with images in HWA mode? I assume it is taking every sprite and 'packing' together to fit power of 2 images? (like packing as many sprites as possible in 512x512, 1024x1024 images?) Since user can choose between software and direct3D mode, how MMF2 is handling this internally? It is packing everything in power of 2 images just in case Direct3D is turned on?
Also, if I have a picture object like a background, it is 800x600, outside .exe, that is, the application loads this picture upon start. How Direct 3D is handling this non power of 2 image? Perhaps there are some optimization tips to avoid unnecessary CPU consuming specific to MMF2 HWA? (other than power of 2 sprites and textures, I mean)
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Re: MMF2 HWA Beta 1f
- Shape object : custom transparent color not working.
Do you mean the Window Shape object?
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Re: MMF2 HWA Beta 1f
One bug that I just noticed is when pasting an active picture object to the backdrop, the fine collision detection isn't preserved.
Another is that screen capture object doesn't seem to work correctly, and that subapps seem to be very slow.
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Re: MMF2 HWA Beta 1f
The Screen Capture object doesn't work yet, and yes, the sub-apps are not yet optimized, I forgot to mention it.
LIJI: yes, the Window Shape object (in fact I just realize it was probably working, but anyway I've done the same changes in this object as in the AP object).
Bruto_Memo : MMF2 doesn't do anything specific to optimize the textures, I've been trying to do something automatic but it doesn't work very well so it's not in this version. Not sure if I'll have time to do it before the release version. So you should try to use images with a size close to a power of 2 if you want to optimize the memory used by the application.
Steven: that may depend on the vsync option, it can sometime divide your frame rate by 2 if you are near the limit.
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Re: MMF2 HWA Beta 1f
I had it switched off :( would you like me to send you the .mfa?
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Re: MMF2 HWA Beta 1f
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Re: MMF2 HWA Beta 1f
I have a horizontal counter in D3D 9 mode. It doesn't show its initial value correctly. The vertical implementation is fine.
Also, it looks like Onu works great. (:
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Re: MMF2 HWA Beta 1f
Woot! Finally HWA is here! Great news. I've tried 100 simultaneously rotating objects with additive alpha blending and it didn't drop even a single FPS. Looks like I'll have to put off my transition to "pure" programming languages :)
Currently, "Editor >>" button in the Effects menu doesn't work for me, haven't found any other bugs yet. But I'm trying :)