Ben Morris

Results 37 comments of Ben Morris

If you're able to test on ios, could you try replacing HardwareRenderer.hx:74 with this: ```haxe defaultFramebuffer = GL.createFramebuffer(); ```

I don't know what's the issue here but obviously it's a big deal. I don't have a handy iOS device atm so I'd appreciate any help figuring this out. iOS...

It seems like the problem is that "x" and "y" in scale timelines represent bone-local axes so are being applied incorrectly. In my case the bone is oriented at about...

In case anyone else runs into this, I'm using the following workaround: ``` _matrix.rotate(wrapper.angle * Math.PI / 180); _matrix.scale(wrapper.scale.x, wrapper.scale.y); _matrix.translate(wrapper.origin.x, wrapper.origin.y); _matrix.scale(bone.worldScaleX * flipX, bone.worldScaleY * flipY); _matrix.rotate(flip *...

It looks like there may be a leak somewhere in SkeletonJson.readSkeletonData. I can reproduce this using spinehaxe + HaxePunk on a Mac and I'm still looking for the specific issue....

Makes sense. For cases with a lot of different animations caching would be a bad idea, so I wouldn't make that change at the engine level. I'm going to keep...

What is your concern with using `implements Dynamic`? Is this a bug in hxcpp? Just to be clear, removing it does not seem to affect the leak.

I'll leave some notes here to help anyone else trying to troubleshoot this: - I can reproduce this issue using spinehaxe with my own engine. This suggests that the issue...

We had a short exchange about this on Twitter. Spinehaxe was based on the AS3 runtime of the time, but it always seems easier to port from scratch instead of...

I was seeing failure with -1 when the bba wasn't connected to anything, as you might expect. Would be nice to be able to warn and retry in that case.