DigiEggz

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> The above functionality has been experimented with somewhat in FNF mod projects (resulting in massive decreases in memory), but having it available in the main branch would be a...

@EliteMasterEric Thanks for the quick reply. Do you have any starting point suggestions for how we could begin to test disposing bitmaps? I've been looking through the HaxeFlixel graphics code...

Can you point to toward any core locations or starting points where I could test out disposing of bitmaps, despite the immediate problems it will cause? I'm hunting for a...

> @DigiEggz have you seen the new FlxInputText added to core flixel 5.9.0 (unreleased)? Does it work better for android devices? Is this one based on the one Starmapo ported...

> > > @DigiEggz have you seen the new FlxInputText added to core flixel 5.9.0 (unreleased)? Does it work better for android devices? > > > > > > Is...

> > I had tried switching to their version a month or so ago (available as a library) and I experienced some input issues > > To clarify, this new...

Could we use a switch in a scenario like this? The following code works and fixes the allocation issue: ``` import flash.display3D.Context3D; import flash.display3D.Context3DBlendFactor; class GBlendModeFunc { private static var...

What's the current method for adding a blendmode? The default switch statement could search an array or typed vector (if not null) based on a custom blendmode passed in during...