I have created a 3D animation in Blender for my libgdx game and it works fine on android, desktop and iOS. However, when I try to port my game to GWT HTML5 backend, I could not see the animating model instance on the screen. I do not get any exception or error log, just an invisible animation.
Somehow it plays the animation in the background as it calls the AnimationListener.onEnd() method when animation is ended but it cannot render it on the screen.
Please note: all other static 3D model instances (created via Blender as well) are rendered fine on the screen and I'm using libgdx 1.4.1 with GWT 2.6
Is it a know issue with GWT backend? Do you know how to solve it?
Related
I just create an interactive flash website and it doesnt work without flash player. Is there a code to make my website work well on any browser and without flashplayer?
Thanks :)
Bad news, if you want to run flash animation in a web page, the browser should have FlashPlayer installed and enabled.
But if it's not in a webpage, you have the possibility to convert your Flash animation in an application with Adobe AIR for desktop and mobile.
http://www.adobe.com/products/air.html
With the last Flash IDE (Animate CC), you can export your Flash animation in HTML5, to be compatible with a browser that not have Flash Player. But not support all Flash functionalities.
https://helpx.adobe.com/animate/using/creating-publishing-html5-canvas-document.html
I'm trying to create Browser game with cocos2d-x(javascript).
I have a problem with BatchNode.
on desktop computer, it works very well.(numbers of draw call: 3000→8)
But on android and iOS, it doesnt work.(3000→3000)
Both of them,desktop computer and smartphone, can show nodes and its Texture.
On android and iOS,BatchNode cannot work well?
BatchNode doesn't work in Canvas mode, it only works on OpenGl/OpenGLES/WebGL
Link to GitHub issue: https://github.com/cocos2d/cocos2d-js/issues/1442
Hello I'm making a flash interactive CD and my clients needs a mac, pc and linux version, for linux he asked me to make a html with the flash inside. PC and mac are running perfectly however when I export into the html my flash timeline gets stuck at frame1 and the little animation I made to zoom to the main screen is not loading.
After some testing I realized that my very first code line is somehow doing this:
import flash.display.StageScaleMode;
stage.scaleMode =StageScaleMode.SHOW_ALL;
stage.displayState = StageDisplayState.FULL_SCREEN;
This is the code I use to force fullscreen in mac and pc but it makes the html one stuck on frame 1, if I delete that code the html version runs fine, what is it?
Working on Flash cs6, as3, for flash player 9 (tried up to 11.2 and not working either)
thanks
Your animation probably doesn't work because there is an error while executing in browser.
The security restriction for StageDisplayState.FULL_SCREEN in flash player is different from the AIR desktop application.
In Flash Player, full-screen mode can only be initiated through ActionScript in response to a mouse click (including right-click) or keypress. AIR content running in the application security sandbox does not require that full-screen mode be entered in response to a user gesture.
Adobe documentation
Also check if you use the tag in HTML while embedding. That is allowing web content to become fullscreen.
<param name="allowFullScreen" value="true" />
I already know about StageWebView and HTMLLoader, but that only works in Adobe AIR. Is there any way (maybe third party) to do the same in a SWF.
Reason:
I'm building a game in AS3 that will run on mobile devices with Adobe AIR, and there is also a web version that will run as a SWF.
The game has some links, URLs that open in a StageWebView for mobile. My problem is that the SWF has to open these URLs in a browser popup or i-frame... I don't like it :(
What you're trying to accomplish isn't possible in a SWF. However, on the web you will have access to javascript and HTML, and with that, you could replicate the functionality with an iframe that sits directly over your SWF.
I have 3D game made in Unity3D. After some time have been spent, it works in flash correctly.
Currently i need to find a way to display HTML content over my flash.
wmode=opaque, wmode=transparent have failed, because stage3d, which unity uses to render 3d content, requires wmode=direct.
I have tried other hacks like using iframe, but this works different in all browsers(correct behaviour only under chrome with release flash player)
Now i'm thinking about get screenshot of flash stage from action script, pass this data to javascript, render this on canvas, hide flash, and move custom HTML element over this.
All this looks so sad, am i missing some important information?
if you use flash and want to render the scene in an canvas :).... better use only flash, don't do that :) .. and strange why it doesn't work for you because I often put a div above the flash content and it works.