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Works on Android #2
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Actually, GifPlayer not optimized to use on mobile platforms, because it uses The test txt files are just comparation between haxe-gif library and speed test, how fast image will take to process. I don't know why this warning appears, I think it's from OpenFL's BitmapData implementation or something like that. I'm not have an Android device, so can't test it. (Yep, cave man, using typical old mobile phone) |
The other issue I noticed is what appears to be a memory leak: if I keep switching back and forth between two Rendering to a spritesheet won't work. In my case, my image is large enough (640x346) that I can't fit more than a couple of images in without running over the texture size limit (1024x1024 is the smallest) -- which is why I turned to animated GIFs instead of spritesheets. Overall, I'm quite happy with the results. Is it possible to scale the playback up or down? I use HaxeFlixel, so the rest of my game scales nicely to my device screen. |
Hm. Maybe it's because of rendering issues. As said in GifPlayer description - it's a fast and dirty implementation. It's may be an error in GifPlayerWrapper, which assumes, that ENTER_FRAME event will be sent even if DisplayObject not added to display list. (behaviour of Flash) If you use GifPlayerWrapper, you simply can use |
Can you check it with last version? It's probably fixed. |
I checked the latest version, and I can still reproduce the leak. It may be my imagination, but I think it's degrading more slowly now than before. |
The only reason I can imagine - bugged disposing of BitmapData. When frame uses Dispose Method: Restore Previous, new BitmapData will be created to be used when frame will be disposed, but I call |
Sorry, I'm not following. Thanks for trying to fix this. |
I tried loading a 640x346 gif (38 frames) on my Android device. Runs and displays quite well. I would send a pull request for the README.md, but I'm not sure what else needs to be done (eg. you have to make a platform-specific test txt file).
Also, I see around ten copies of this error message when I build for Android:
SVGData.hx:117: Warning, unknown transform:translate(5.7143)
However, it does run and display quite beautifully on my (low-end) phone.
Thanks for such a great library!
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