OpenGL error 0x0505 in d:\cocos2d-x-3.17\tests\game1\cocos2d\cocos\renderer\ccrenderer.cpp cocos2d::RenderQueue::restoreRenderState 189
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OpenGL error 0x0505 in d:\cocos2d-x-3.17\tests\game1\cocos2d\cocos\renderer\ccrenderer.cpp cocos2d::RenderQueue::restoreRenderState 189
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代码如下时,无法正常加载zjxqydk.plist帧动画。
SpriteFrameCache::getInstance()->addSpriteFramesWithFile("zjxhydk/zjxhydk.plist");
SpriteFrameCache::getInstance()->addSpriteFramesWithFile("zjxhydm/zjxhydm.plist");
SpriteFrameCache::getInstance()->addSpriteFramesWithFile("zjxqydk/zjxqydk.plist");
修改后代码如下,无法正常加载zjxhydk.plist帧动画。
SpriteFrameCache::getInstance()->addSpriteFramesWithFile("zjxhydm/zjxhydm.plist");
SpriteFrameCache::getInstance()->addSpriteFramesWithFile("zjxqydk/zjxqydk.plist");
SpriteFrameCache::getInstance()->addSpriteFramesWithFile("zjxhydk/zjxhydk.plist");
为什么最后一个帧动画无法加载?
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原生多贴图spine我换了材质 怎么修改某个贴图的材质参数?
web端可以通过spine的_materialCache获取到每个贴图的材质然后通过setProperty改参数,但是原生平台我打日志发现_materialCache是{},求官方大大给个方案
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cocos2dx reloadData刷新的列表中,能在使用reloadData刷新子列表吗?
--第二个面板的数据,更新。
function PanelMeiRiChong.updateData4(data)
--dump(data)
local function updateList(item)
local itemData = data.dataTable[item.tag]
item:getWidgetByName("labDesp"):setString(""..itemData.name)
local btnLing = item:getWidgetByName("Button_0")
local imgYlq = item:getWidgetByName("imgYLQ")
imgYlq:setVisible(false)
btnLing:setVisible(true)
btnLing.index=item.tag
--绑定事件
UIRedPoint.addUIPoint(btnLing,function(sender)
print("我要打开"..itemData.btn.."面板")
NetClient:dispatchEvent({name = Notify.EVENT_OPEN_PANEL, str = itemData.btn})
end)
--下面还要刷新每一天的数据 展示
local function updateList2(items)
local itemdatas = itemData.jiangliwupin[items.tag]
--dump(itemdata)
UIItem.getItem({
parent = items,
typeId = itemdatas.typeId,
num = itemdatas.num,
})
end
local awardsList2a = item:getWidgetByName("awardsList1a")
--dump(awardsList2a:getName())
local wup = itemData.jiangliwupin
--dump(wup)
-- for i=1,#wup,1 do
-- --print("eeeee",i)
-- local itemdatas = wup[i]
-- dump(itemdatas)
-- UIItem.getItem({
-- parent = awardsList2a,
-- typeId = itemdatas.typeId,
-- num = itemdatas.num
-- })
-- end
awardsList2a:reloadData(#wup,updateList2):setSliderVisible(false)--:setTouchEnabled(false)
end
local awardsList = var.xmlPageTab2:getWidgetByName("awardsList")
awardsList:reloadData(#data.dataTable,updateList):setSliderVisible(false):setTouchEnabled(true)
end
向我这样写,刷新了第一个列表,我还想在每一个列表中刷新一些数据,用了awardsList2a,但是提示attempt to call method ‘reloadData’ (a nil value)
应该如何写呢?
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比如这段代码:
auto pMoveTo = MoveBy::create(0.5, Vec2(100, 0));
auto pMoveTo1 = MoveBy::create(1.5, Vec2(-320, 0));
auto pMoveTo2 = MoveBy::create(1.0, Vec2(210, 0));
pSprite5->runAction(Sequence::create(pMoveTo, pMoveTo1, pMoveTo2, nullptr));
_scheduler2->schedule(CC_SCHEDULE_SELECTOR(first::popScene), this, 3.0f, false);
在定时器执行完3秒后才能完整执行完动画,
但是我想让定时器执行到1秒的时候就立刻停止动画。应该怎么做?
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目前做一款前端战斗的逻辑,为了防止玩家作弊,做了如下处理。
将逻辑和表现分离开,服务端和客户端跑同一套lua逻辑,为了保证结果完全一致,做了一些处理。
目前遇到的问题是,lua中有没有什么定点数库,可以处理浮点数这块的逻辑,如果能解决问题,有偿求教!!!!
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运行结果如何如下:
OpenGL_GL_PREFERENCE has not been set to “GLVND” or “LEGACY”, so for
compatibility with CMake 3.10 and below the legacy GL library will be used.
Call Stack (most recent call first):
cmake/Modules/CocosBuildHelpers.cmake:294 (find_package)
cmake/Modules/CocosConfigDepend.cmake:16 (cocos_find_package)
cmake/Modules/CocosConfigDepend.cmake:94 (cocos2dx_depend)
cocos/CMakeLists.txt:121 (use_cocos2dx_libs_depend)
This warning is for project developers. Use -Wno-dev to suppress it.
– Found OpenGL: /usr/lib/x86_64-linux-gnu/libOpenGL.so
– OpenGL include dirs: /usr/include
– Found CURL: /usr/lib/x86_64-linux-gnu/libcurl.so (found version “7.68.0”)
– CURL include dirs: /usr/include/x86_64-linux-gnu
– SQLite3 include dirs: /usr/include
– Looking for pthread.h
– Looking for pthread.h - found
– Performing Test CMAKE_HAVE_LIBC_PTHREAD
– Performing Test CMAKE_HAVE_LIBC_PTHREAD - Failed
– Looking for pthread_create in pthreads
– Looking for pthread_create in pthreads - not found
– Looking for pthread_create in pthread
– Looking for pthread_create in pthread - found
– Found Threads: TRUE
CMake 3.16 target_precompile_headers
CMake 3.16 target_precompile_headers
– Configuring done
You have changed variables that require your cache to be deleted.
Configure will be re-run and you may have to reset some variables.
The following variables have changed:
CMAKE_C_COMPILER= /usr/bin/cc
CMAKE_CXX_COMPILER= /usr/bin/c++
CMAKE_C_COMPILER= /usr/bin/cc
CMAKE_CXX_COMPILER= /usr/bin/c++
CMAKE_C_COMPILER= /usr/bin/cc
CMAKE_CXX_COMPILER= /usr/bin/c++
CMAKE_C_COMPILER= /usr/bin/cc
CMAKE_CXX_COMPILER= /usr/bin/c++
CMAKE_C_COMPILER= /usr/bin/cc
CMAKE_CXX_COMPILER= /usr/bin/c++
CMAKE_C_COMPILER= /usr/bin/cc
CMAKE_CXX_COMPILER= /usr/bin/c++
CMAKE_C_COMPILER= /usr/bin/cc
CMAKE_CXX_COMPILER= /usr/bin/c++
CMAKE_C_COMPILER= /usr/bin/cc
CMAKE_CXX_COMPILER= /usr/bin/c++
CMAKE_C_COMPILER= /usr/bin/cc
CMAKE_CXX_COMPILER= /usr/bin/c++
CMAKE_C_COMPILER= /usr/bin/cc
CMAKE_CXX_COMPILER= /usr/bin/c++
CMAKE_C_COMPILER= /usr/bin/cc
CMAKE_CXX_COMPILER= /usr/bin/c++
CMAKE_C_COMPILER= /usr/bin/cc
CMAKE_CXX_COMPILER= /usr/bin/c++
CMAKE_C_COMPILER= /usr/bin/cc
CMAKE_CXX_COMPILER= /usr/bin/c++
CMAKE_C_COMPILER= /usr/bin/cc
CMAKE_CXX_COMPILER= /usr/bin/c++
CMAKE_C_COMPILER= /usr/bin/cc
CMAKE_CXX_COMPILER= /usr/bin/c++
CMAKE_C_COMPILER= /usr/bin/cc
CMAKE_CXX_COMPILER= /usr/bin/c++
CMAKE_C_COMPILER= /usr/bin/cc
CMAKE_CXX_COMPILER= /usr/bin/c++
CMAKE_C_COMPILER= /usr/bin/cc
CMAKE_CXX_COMPILER= /usr/bin/c++
CMAKE_C_COMPILER= /usr/bin/cc
CMAKE_CXX_COMPILER= /usr/bin/c++
CMAKE_C_COMPILER= /usr/bin/cc
CMAKE_CXX_COMPILER= /usr/bin/c++
CMAKE_C_COMPILER= /usr/bin/cc
CMAKE_CXX_COMPILER= /usr/bin/c++
CMAKE_C_COMPILER= /usr/bin/cc
CMAKE_CXX_COMPILER= /usr/bin/c++
CMAKE_C_COMPILER= /usr/bin/cc
CMAKE_CXX_COMPILER= /usr/bin/c++
CMAKE_C_COMPILER= /usr/bin/cc
CMAKE_CXX_COMPILER= /usr/bin/c++
CMAKE_C_COMPILER= /usr/bin/cc
CMAKE_CXX_COMPILER= /usr/bin/c++
1 个帖 - 1 位参与者
折腾过shader精度、怀疑过纹理过滤方式,抱歉问题都不在这里
使用wireframe模式绘制,发现最终的顶点数据的确是分离的
仔细观察下shader
gl_Position = CC_MVPMatrix * a_position;
再次确认了MVP矩阵是没有问题,最终问题定位到是a_postion
的问题
当出现问题是的顶点数据为:
很可能z的不同,在经过矩阵计算后,导致x、y也发生了变化,之前的焦点一直聚集在x、y上,导致忽略了这个问题。
追踪代码z的来源,发现是计算出来的
int zPos = getVertexZForPos(Vec2((float)x, (float)y));
z = (float)zPos;
auto iter = _indicesVertexZOffsets.find(zPos);
if(iter == _indicesVertexZOffsets.end())
{
_indicesVertexZOffsets[zPos] = 1;
}
else
{
iter->second++;
}
int FastTMXLayer::getVertexZForPos(const Vec2& pos)
{
int ret = 0;
int maxVal = 0;
if (_useAutomaticVertexZ)
{
switch (_layerOrientation)
{
case FAST_TMX_ORIENTATION_ISO:
maxVal = static_cast<int>(_layerSize.width + _layerSize.height);
ret = static_cast<int>(-(maxVal - (pos.x + pos.y)));
break;
case FAST_TMX_ORIENTATION_ORTHO:
ret = static_cast<int>(-(_layerSize.height-pos.y));
break;
case FAST_TMX_ORIENTATION_HEX:
CCASSERT(0, "TMX Hexa vertexZ not supported");
break;
default:
CCASSERT(0, "TMX invalid value");
break;
}
}
else
{
ret = _vertexZvalue;
}
return ret;
}
这个z为啥子要这样算,我能猜到是为了解决瓦片堆叠时,保证前后关系,但是具体细节有人知道么?
我现在强制把z
设置为同一个值,就不会产生缝隙了,不知道这么做会不会引入新的bug,好坑啊
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求问大佬,我从2.1.27升级到3.8.99之后,原先的光的效果在3.8.99里面变的更加强了。发现加强的都是原先的插槽的混合模式是additive或者其他,把它改成Normal就与之前的2.1.27的效果一样了。请问升级后是否都需要把相加模式改成normal。
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版本是3.17
上架VIVO平台被连续打回,提示在同意隐私政策前,读取设备IP
现在的流程是,创建一个起始的Activity用于展示隐私政策界面,用户同意后,再进入AppActivity。下面是VIVO官方反馈的堆栈信息,想问下是cocos2dx获取的设备ip吗,该如何解决呢?
权限使用行为 读取设备IP
"
at java.net.NetworkInterface.getInterfaceAddresses()
at b.d.a.a.g.j.a(Unknown Source:32)
at b.d.a.a.g.j.a(Unknown Source:7)
at b.d.a.a.a.i.a(Unknown Source:9)
at com.tramini.plugin.api.a.run(Unknown Source:14)
at android.os.Handler.handleCallback(Handler.java:790)
at android.os.Handler.dispatchMessage(Handler.java:99)
at android.os.Looper.loop(Looper.java:164)
at android.app.ActivityThread.main(ActivityThread.java:6604)
at java.lang.reflect.Method.invoke(Native Method)
at com.android.internal.os.RuntimeInit$MethodAndArgsCaller.run(RuntimeInit.java:522)
at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:810)
at java.net.NetworkInterface.getInterfaceAddresses()
at b.d.a.a.g.j.a(Unknown Source:32)
at b.d.a.a.g.j.a(Unknown Source:7)
at b.d.a.a.a.i.a(Unknown Source:9)
at com.tramini.plugin.api.a.run(Unknown Source:14)
at android.os.Handler.handleCallback(Handler.java:790)
at android.os.Handler.dispatchMessage(Handler.java:99)
at android.os.Looper.loop(Looper.java:164)
at android.app.ActivityThread.main(ActivityThread.java:6604)
at java.lang.reflect.Method.invoke(Native Method)
at com.android.internal.os.RuntimeInit$MethodAndArgsCaller.run(RuntimeInit.java:522)
at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:810)
"
4 个帖 - 3 位参与者
例如
ParticleSystem* particleSystem = ParticleSnow::create();
particleSystem->setTexture(Director::getInstance()->getTextureCache()->addImage("snow.png"));
particleSystem->setSpeed(200.0f);
ly->addChild(particleSystem);
怎么让他只显示在上半个屏幕里,现在不管ly大小多少,怎么设置都是全屏显示
3 个帖 - 2 位参与者
1 个帖 - 1 位参与者