Lime 4 has been released, and among other changes, we have improved our support for OpenGL!
This is a companion discussion topic for the original entry at http://www.openfl.org/blog/2017/03/15/using-the-improved-opengl-bindings-in-lime-4/
Lime 4 has been released, and among other changes, we have improved our support for OpenGL!
Thank you so much Joshua for your hard work, this is awesome !
I’ve tried this version when it was in development, had the performance droping slowly on windows with my project.
I installed the 4.0.0 released version now with compatible openfl and tried it, it’s still happening.
Here is a video showing what’s going on https://drive.google.com/open?id=0BxMKiQ74e85JQkZJNGY5djNjeFU
The FPS keeps droping, untill I create a new player, after inverstigation, It turns out creating a new textfield (starling) reset the fps back to 60. But that only works if the the stats are visible at the left corner… else the fps keeps droping even if I do nothing.
If I create a new TextField every frame, the FPS is stable between with stats visible.
Also I noticed sometimes there is weird behaviour like, z-index switching and texture disappearing.
Hope this helps, thank you !
@jinjinjin310 have you tried profiling your code with http://hxscout.com/ ? This would definitely help isolating the issue.
I think I found it:
There’s also a fix in Lime to improve OpenGL garbage collection. If you’re testing dev builds, please update and rebuild and see how it all works now
Hello Joshua,
I ask you about improved OpenGL 4.2
Why does it not exist with glBegin and glEnd. I am sorry I hate webgl-version because webgl-version is very hard to understand. Where is clean and explanation from website. Why I have always wrong website if I can not find.
If I use real conversion from HTML / JS to HAXE from webgl-version ( gl-matrix 1.0 / 2.0 ) ( Why not use glBegin and glEnd version because glBegin and glEnd version is easy. )
And compilation shows me error if Float32Array should be “int” or “Float”. Since I create lime create HelloWorld. In OpenGL. I try but it still black. Nothing shows drawing of my custom gl-viewport.
My head always is hurting because webgl-version is for me very miss understandably.
Is there a way to specify the API when using the static GL class with the OpenGLView in OpenFL?
The static GL
class resembles the GLRenderContext
API, which is sort of a conglomeration of both WebGL and GLES APIs.
You should be allowed to cast it to one of the other API styles, though, for example:
var gl:WebGLContext = GL;
Support for GLES-specific APIs and WebGL2 APIs are still being polished, but this should be the basics of how the GL abstract types work