Eric

Results 106 comments of Eric

Okay, to clarify, my workflow is: 1. Use the following contents for `.vscode/launch.json`. ```json { "version": "0.2.0", "configurations": [ { "name": "Build and Launch", "type": "lime", "request": "launch" } ]...

@player-03 I thought that would be the solution the issue, but it seems that, even when I define an empty `patternMatcher`, the same behavior occurs. The project launches, complete with...

> I'd suggest writing to a text file as a workaround. Then open it using `` or `postBuildCallbacks.push(CommandHelper.openFile("log.txt"))`. This seems to be a good compromise. With this solution I did...

The the part of outputting the image to a bitmap, that appears to be done here: https://github.com/openfl/svg/blob/5842f1c636c848e31ef9f72b5962bf78a6611b21/format/svg/SVGRenderer.hx#L66 Adding a public method to the main `Svg` class that merely returns the...

I don't see any option for playback speed unless I am missing something

> You can achieve the desired result using > > ```hx > function addFrames(otherFrames:FlxFramesCollection, reload:Bool = true) { > if(otherFrames == null) return; > > for(frame in otherFrames.frames) { >...

I didn't want to override `__processGLData` or `__initGL`, but I had to in order to add a check before `Reflect.setField` (to prevent a crash when attempting to set a custom...

The way FlxRuntimeShader is currently written has it share code with FlxGraphicsShader because I didn't want my class to depend on changes to FlxGraphicsShader. However, I think I should look...

I just pushed some new changes, which add `getBitmapData` and `setBitmapData` functions for setting `sampler2D` uniforms. This is useful for shaders which depend on multiple textures, such as shaders which...

#10749 corrected the issue with untyped metadata, but `@:strict` still doesn't have a proper syntax to work with as far as I'm aware. Is syntax still an issue here?