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Topics - gdeglin

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We have several clipped panels in our application where the clipping height of the panel is increased with a tween in order to reveal contained elements.

This works fine on all iOS and most Android devices, but on many Android devices we've found that some contained elements are invisible once the panel has expanded to the point where they should be visible. In most cases, switching the clipping mode to Soft Clip fixes the issue but even then some devices still have the issue.

We've found that the following devices fail to reveal contained elements when the panel clipping mode is set to Alpha Clipping:
Nexus 7 (4.2.2)
Nexus One (4.1.2)
Galaxy S4 (4.2.2)
Galaxy S3 (4.1.2)
HTC One X
Xperia ZL C6506
HP TouchPad

The following devices continue to fail to reveal contained elements when the panel clipping mode is set to Soft Clipping:
Xperia ZL C6506

Our guess is that these devices have some sort of GPU optimization that culls elements contained in a clipped panel, and that this culling is not correctly disabled when the panel size expands.

Any suggestions on how to fix the issue?

Thanks in advance!

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NGUI 3 Support / Dynamic font outline not contiguous on larger fonts
« on: June 10, 2013, 10:28:38 PM »
Hi, I've noticed that larger outlines on large fonts sometimes develop gaps at the corners of each letter. I attached an example screenshot.

Not sure what's causing it. Any help in preventing this from happening is would be much appreciated.

Edit:

I experimented with it a bit more and I see now that the outline is created by basically drawing two overlapping shadows underneath the character, and that can lead to this problem if the distance is too big.

Reducing the outline distance makes this problem much less noticeable. But I wish there was a way to be able to get thicker outlines without this problem.

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NGUI 3 Support / Reference atlases sometimes load the wrong atlas
« on: May 30, 2013, 06:28:24 PM »
I've been tracking down memory leaks in my game and found a bad one in NGUI...

It seems that sometimes if a Sprite is linked to a reference atlas, and that reference atlas points to a standard low-resolution NGUI atlas, a high definition atlas will be loaded instead. The way to fix it has been to point the sprite directly to the low-res atlas, save the sprite as a prefab, then point the sprite it to the reference atlas again, and save as a prefab again.

Seems like maybe there's some weird state that Sprites can get into where they point to the wrong atlas unless you reset them through the steps above.

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