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The change to set the RenderTexture content size in PR #2120 was made because of issue #2045. The commit where the sprite is no longer added as a child of the render texture stops the transition from working specifically because of how the cross fade is implemented, where it runs an action on the RenderTexture internal sprite. The problem is that the sprite is not part of the node tree, so it is in a paused state, and any actions running on it will not work:
Changing it to run the action on the RenderTexture instance does not solve the issue either, and I'm not quite sure why at the moment:
I've managed to the cross fade working locally, while keeping the content size setting on the render texture from PR #2120, but it has a few side-effects in the RenderTexture tests. I'll have time to dig deeper into it later today. |
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Following on from my previous post. #2299 Here is the only other thing currently giving me an issue.
If I run my app (currently only testing on OSX 15.2) with transitions enabled - using
director->replaceScene(TransitionCrossFade::create(1.0f, newScene) );
I've not had chance to fully debug, just thought I'd raise in case there is something obvious changed with transitions in the last 12 months.
This is all I see.
The image in the bottom left is the outgoing transition. This should be a crossfade but It just sits there.
I'll roll back some versions tomorrow to see if my branch obviously stops working after a particular axmol update. It was working on 2.1.3Update: 2.2.0 is the first version it breaks.
This is the commit that forces the transition in to the bottom corner
This is the commit that stops the transition from working
I can use 2.3.0 and revert those two commits and everything works fine.
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