iOS issues update

In case someone is already testing the beta iOS accelerated recording (captureFullscreen) mode (likely you come from Starling forums), please be aware of several issues I’ve discovered in the recent days, while integrating the Hungry Hero game:

  • When recording from Starling (and possibly Stage-3D only) project, calling myEncoder.init later then after creating Context3D will produce black screen with FlashyWrappers logo when recording. Ie. if you’re calling init in the middle of rendering (as you normally would) this will happen. I know how to fix it “temporarily” with a simple workaround, I’m not sure exactly why it happens at this point however so I can’t bring “proper” solution quickly. Part of the problem is AIR being essentially a black box doing stuff with OpenGL which I must anticipate / figure out.
  • Vertex & index buffers creation is failing during & after capturing video (not before). This was not apparent right away, as the game appears to be working normally but something in the ANE is breaking something else in OpenGL that AIR expects. I’m investigating what this could be. The ANE is creating another set of internal vertex/index buffers in the ANE for rendering the quad with AIR framebuffer to the screen,  I’m not sure how that could interfere however as I made sure to get currently bound buffers / rebind them after using my own.

Unfortunately things like these are more expected with Stage3D as Stage3D is pretty much a wrapper for OpenGL ES and therefore people might manipulate more things in the “AIR blackbox” that might get interference from my ANE somehow. With MovieClip projects there is pretty much a neverchanging render loop so everything should be stable in those projects. I’m already planning on releasing a new FlashyWrappers version addressing these issues (they delayed me from audio recording as they are high priority at the moment).

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