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Thread: MMF2 Build 252 - Beta

  1. #111
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    Re: MMF2 Build 252 - Beta

    Hmm, I'm still unable to reproduce it, when I run your EXE the tmp file is correctly removed when the application ends. What version of Windows do you use?

  2. #112
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    Re: MMF2 Build 252 - Beta

    I'm using XP and Windows 7 32bit.
    I think that this cause is due to the codecs.
    I installed CCCP to play the MP4(H.264) file.
    Perhaps, because the codec locks the file, it is not deleted.
    I replaced it the uncompressed avi file. And, it was deleted.

    EDIT: The file not added to the binary data, and checked the "Include external files" option in the property, and it was included in exe.

    The file was correctly deleted though was extracted to temporarily directory.

  3. #113
    Clicker Multimedia Fusion 2 DeveloperSWF Export Module
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    Re: MMF2 Build 252 - Beta

    Yves, similar to what ASD is saying and related to the Sub app leak, the DirectShow object will add to the main app's MB usage when you open/close a subapp with it inside.

  4. #114
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    Re: MMF2 Build 252 - Beta

    When I rotate an active and add it as a background, the background image isn't rotated.

    I'm not sure that this is a bug with the new build or a limitation of MMF, but it would be nice to see it fixed.

  5. #115
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    Re: MMF2 Build 252 - Beta

    It's a limitation of the runtime, that won't be fixed in this build sorry.

  6. #116
    Clicker Multimedia Fusion 2SWF Export Module

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    Re: MMF2 Build 252 - Beta

    I have a bit of an odd request. Is it at all feasible that we could add a feature to the runtime, particularly HWA, that allows for an "angle" to be applied to a frame or layer? I mean, in practice, it might not seem like the most useful feature- it would inherently leave the edges blurred and have blackspace around it. But I'm taking a total guess as to the way the graphics are implemented, that it really wouldn't be any more complicated then the way angles are applied to any other object (texture).

    Right now, the only way to do it is through a pixel shader afaik, and that is *extremely* expensive compared to how much a vertex shader would use, for example 512x512 being 262144 gpu runs through a shader, as opposed to 4 for a vertex- and letting DX handle the rotation.

    I can imagine it wouldn't be feasible to add a full vertex shader support to the HWA build, even if you excluded collision masks (though I would much love to see that), but everything else that has textures can already rotate via angles, so why not extend that to frames/layers? I'm sure I wouldn't be the only person to appreciate it, I get requests all the time for "how can I rotate the frame" effects. Just a thought.

    Right now in my project I've got a great optimized shader that can run a 512x512 game with no problems at 60 FPS on most computers, but it does hold back on hopes of adding other effects to objects.

  7. #117
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    Re: MMF2 Build 252 - Beta

    This wouldn't be very complicated to do in HWA, but it would take time that we haven't right now. More complicated to do in non-HWA mode.

  8. #118
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    Re: MMF2 Build 252 - Beta

    I would be glad to look into something like this if there was a HWA SDK

  9. #119
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    Re: MMF2 Build 252 - Beta

    Not sure how long this has been in here, but the Blend Coefficient just gets disabled in a flash application if you don't have semi-transparency selected. This is fine, however it doesn't disable the transparency when you don't, just the trackbar. If you set the coefficient and then change the effect to None, the object remains semi-transparent.



    The tile there is still semitransparent, even though the effect has been set to none. I have to set the effect to semitransparent again to to lower the blend coefficient.

  10. #120
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    Re: MMF2 Build 252 - Beta

    Oops, thanks!

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