Thanks for jumping in.
I’m moving on from AIR to OpenFL, working on an app for a client of mine, hopefully I can target 5-6 platforms with one code base (including the browser which is a top priority for them)
I’m sort of an update freak, I run “haxelib update” frequently – I just love whatever new stuff is introduced
This is why I noticed the app crashes with the newest OpenFL while I did not experience it with the previous builds. To make sure it’s not a coding error, I rolled back OpenFL/Lime to previous versions and made some tests with the sample apps as well, tested it with Neko too to see if it changes anything.
So far OpenFL 7.0.0 is working fine, 7.1.* results in a crash while targeting Windows. iOS, Android, Mac, HTML5 builds are all working perfectly.
Results for the SimpleImage Lime app (the entire Export directory is purged inbetween builds):
- lime test windows - crash (Windows app crash dialog)
- lime test neko - crash (Windows app crash dialog)
Called from Main.hx line 160
Uncaught exception - Invalid field access : set_format
AL lib: (EE) alc_cleanup: 1 device not closed
- lime test windows: crash (Windows app crash dialog)
Results for the HelloWorld Lime app
- Neko: traces “OPENGL” in console for this.renderer.type and works properly (although the app doesn’t do much)
- Windows: crash without tracing anything
- Windows and Neko: traces “CAIRO” in console for this.renderer.type and works properly
Results for the BunnyMark Lime app
- Neko: crash
- Windows: crash
- Neko and Windows: throws an in-app dialog about “Unsupported render context” then exits. I suppose it’s normal behavior.
Maybe it’s worth noting that my developer PC does not have a dedicated video card, only the on-board Intel thingy is available. I know nowadays everbody’s rocking an NVIDIA GTXSR16000XTX in their rig, but I really love this machine, it’s perfect for development even without an expensive video card Also the Windows 7 I tested the app on is a HyperV based virtual PC on the same Windows 10 host, so there’s also no dedicated video card. Maybe this is the source of all my problems. (All other platforms I tested on have their respective dedicated video hardware). Maybe it’s the lack of required OpenGL functions on the on-board video card, maybe it’s something else. Weird thing is that rolling back a few versions make me able to continue working on the app I mentioned.