Quick status update

In case you’re wondering whats currently going on: I’ve been hunting down a strange bug which demonstrated with my Starling game sample on iOS. It demonstrated only when FW was initialized at frame greater than zero (0). If late initialization happened, black screen was displayed while capturing (with FlashyWrappers logo). This is last *known* serious bug needed to be fixed on iOS. Of course I can’t rule out more Stage3D related bugs as the OpenGL might be intricately interacting with the ANE’s changes, but hopefully not.

But even from this bug it seems, if I move internal initialization of the texture cache and other OpenGL related things before anything else happens, it is fine. Which makes sense, at startup there’s little OpenGL code coming from Starling/Stage3D to collide with the initialization inside the ANE. I still want to see the cause of the collisions (in my ideal world I should be able to call the init late and it should avoid all issues / collisions).

But if I can’t prevent  / figure out the collisions quickly, I’ll just force / move the custom OpenGL inits into early code which will be called either automatically or manually by some method, as “workaround” to prevent any similar collision related bugs on init.

Many / slashes / in / today’s / post 🙂

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