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Messages - dkozlovtsev

Pages: 1 2 [3]
31
NGUI 3 Support / Re: Problem in UISprite in case of tiled sprite type
« on: August 19, 2013, 02:44:32 AM »
Will it be fixed in subsequent releases?

32
NGUI 3 Support / Re: Problem in UISprite in case of tiled sprite type
« on: August 16, 2013, 03:38:36 AM »
Wouldn't it be better to limit total number of tiles allowed and not tiles allowed per one of the dimension?
for example 101x1 tiling would result in 404 vertices and it is not allowed, but 50x50 tiling would result in 10k vertices and NGUI is fine with it.

Sorry for double-posting  :-\

33
NGUI 3 Support / Re: Problem in UISprite in case of tiled sprite type
« on: August 15, 2013, 11:33:22 AM »
Thanks!

34
NGUI 3 Support / Re: Dynamic Fonts v2.6.0
« on: August 15, 2013, 11:28:35 AM »
This solution is not really good as it introduces uneeded mPanel.Refresh every time label text is changed, it is rather time consuming operation and in case of widget text changing every frame(for example timer in ms or something like this) causes considerable fps drop. Are there any better solutions for example is it possible to determine if texture actually got resized before calling mPanel.Refresh?

35
NGUI 3 Support / Problem in UISprite in case of tiled sprite type
« on: August 14, 2013, 06:48:48 AM »
Hello,
I have encountered a problem with UISprite.
When tiled sprite fits into UISprite more than 100 times by one of the dimentions, induvidual tiles are being scaled to 1:1 width to height ratio.
and the following warning message appears in unity log:
  1. The tiled sprite ("UI Root (2D)/MenuCamera/MainMenu/Panel/Sprite") is too small.
  2. Consider using a bigger one.
  3. UnityEngine.Debug:LogWarning(Object)
  4. UISprite:TiledFill(BetterList`1, BetterList`1, BetterList`1) (at Assets/Packages/NGUI/Scripts/UI/UISprite.cs:1073)
  5. UISprite:OnFill(BetterList`1, BetterList`1, BetterList`1) (at Assets/Packages/NGUI/Scripts/UI/UISprite.cs:535)
  6. UIWidget:UpdateGeometry(UIPanel, Boolean) (at Assets/Packages/NGUI/Scripts/Internal/UIWidget.cs:697)
  7. UIPanel:LateUpdate() (at Assets/Packages/NGUI/Scripts/UI/UIPanel.cs:1074)
  8.  

Is it a bug or intended behavior, if it is intended could you please elaborate why is it so?
UPDATE:
looked into UISprite:TiledFill
This is happening because of this condition
  1. // Safety check. Useful so Unity doesn't run out of memory if the sprites are too small.
  2. if (width < 0.01f || height < 0.01f)
  3. {
  4.         Debug.LogWarning("The tiled sprite (" + NGUITools.GetHierarchy(gameObject) + ") is too small.\nConsider using a bigger one.");
  5.         width = 0.01f;
  6.         height = 0.01f;
  7. }
  8.  
as you can see if either one of width or height is less than 0.01 both are forced to 0.01 which seems to be a mistake



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