i am testing now with a device with iOS 16, let you know in a bit.
Screenshot 2023-01-09 at 9.20.28 AM.jpg
Screenshot 2023-01-09 at 9.20.57 AM.jpg
Screen Shot 2023-01-09 at 9.26.17 AM.jpg
Here some images from simulator and iPhone XR with iOS 16.2 latest AdMob SDK 9.14
... new things are coming ...
Hi, sorry to bother, maybe off topic here but I don't want to open a new thread: how to init those buffers?
They are auto initialised if attaching a shader with pixel size or params, but don't know which part is doing the job...Code:LPVOID m_pHWAParamBuffer; // Buffer for parameters (D3D11 only) LPVOID m_pHWAParamBufferPixelSize; // Buffer for pixel size parameters (D3D11 only)
if you create a shader then attach it to an object by modifying effect & effectParam (call ModifSpriteEffect) then those buffers are not updated, the object will be invisible due to invalid params. allocate directly to this buffer using operate new will cause access violation, might be due to fusion find this buffer is not null then trying to release the real internal buffer which is still null.
une petite fenetre quand on click sur l'icone "center in frame" avec les qq objets selectionnés d'une maniere ou d'une autre auparavant serait super, ça eviterait d'avoir a chercher dans la liste d'objet celui qu'on veux parmi des dizaines. si c'est pas trop compliqué a faire biensur
I haven't checked in a while, though I probably should've reported it at the time. RGB Coefficient doesn't appear to work in the HTML5 runtime.
@bybyblue Pretty sure it works, can you provide an example?
I’m trying to make it possible to set shader by object’s fixed value and shader name (definitions and fxData are parsed from m_pEffects in rhApp) for my game scene script. Currently I have to copy then paste the same attach shader events for each shader and each type of objects.
Now it works, although will crash when closing app, but doesn't matter much.