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I've been playing around with this. It works great on the standalone target, but on mobile (iOS Simulator to be exact - didn't try devices), the entire screen gets painted in magenta, no matter what shader is used - is that expected?
The text was updated successfully, but these errors were encountered:
Unfortunately there isn't a clean way to do this on a mobile device. I hadn't tested on the simulator but it works on an actual device. The issue is that I'm assuming the default framebuffer has the id of 1 (which apparently isn't true in the iOS Simulator). If I remember right Lime doesn't implement GL.get(GL.FRAMEBUFFER_BINDING_OES) but once it does I'll update this project.
I've checked this now on an actual device (iPad Mini Gen 2) and while I don't get the magenta screen anymore, all game rendering "freezes" once the shader goes into place. Curiously, the iOS Simulator is now acting exactly the same way.
I've been playing around with this. It works great on the standalone target, but on mobile (iOS Simulator to be exact - didn't try devices), the entire screen gets painted in magenta, no matter what shader is used - is that expected?
The text was updated successfully, but these errors were encountered: