Quote: "I've not experienced these, can you send me an example? "
You can simply download my platformer sample as its there it happens
REM ///////////////////////////////////////////////////////
REM // The Jump pixel logo screen is here to save the ////
REM // main loop from it.(only used at startup) ////
REM ///////////////////////////////////////////////////////
i=Loadimage("gfx/jumppixel.png")
SetImageMinFilter( i, 0 )
SetImageMagFilter( i, 0 )
MaxStars=30
jp = CreateSprite ( i )
SetSpriteSize ( jp , vdX(64),vdY(64) )
setspritepositionByOffset(jp,50,70)
SetViewZoomMode(1)
//EnableClearColor( 1 )
number#=(0.0125*3)
for t=1 to MaxStars
st = CreateSprite ( 0 )
SetSpriteSize ( st , vdX(0.25),vdY(0.25) )
setspriteposition(st,random(40,60),random(40,60))
setspritecolor(st,random(0,255),random(0,255),random(0,255),255)
setspritedepth(st,100)
next t
REM //---------------------
space2 = LoadSound("sfx/space.wav")
space = LoadSound("sfx/ooww.wav")
playsound(space,60)
do
GFT# = GetFrameTime()
zoom# = 4.0
for i = 100 to 0 step -1
zoom# = zoom# - number#
SetViewZoom(zoom#)
SetScissor(0,0,0,0)
SetScissor(getscreenboundsleft(), i, getscreenboundsRight(), i - 1)
setspritecolor(jp,255,255,255,(i*4))
for t=1 to MaxStars
drawsprite(jp+t)
next t
drawsprite(jp)
//Render() this is extremely slow on the betas after 108 beta 3
next i
SetViewZoom(1.0)
number#=number#-(GFT#/140)
//scroll the map
if GetSpriteY(jp)>40 or vanish>2 then SetSpriteY(jp, GetSpriteY(jp) - (16.0*GFT#))
//rotate the map
if GetSpriteY(jp)<40 and GetSpriteAngle(jp)=0 then playsound(space2,60)
if GetSpriteY(jp)<40 then SetSpriteAngle(jp, GetSpriteAngle(jp) - (80.0*GFT#))
if wholeturn=0 then if GetSpriteAngle(jp)>4.0-((80.0*GFT#)/2) and GetSpriteAngle(jp)<4.0+((80.0*GFT#)/2)
inc vanish
if vanish>2 then playsound(space,60)
wholeturn=1
endif
REM // To get it to work on android //
if GetSpriteAngle(jp) > 180 then wholeturn=0
Sync()
if GetSpriteYbyOffset(jp)<30 then exit
if GetPointerReleased() then exit
loop
As you can see so did i solve it by lowering the amount of stars and use the draw sprite instead on each and everyone.
I used the render() before as it updated all sprites and grabbed them with the setscissor command.
Its inside the mode 7 like fx i used the render() command.
This started to get slow with the 108 betas and its the same with draw sprite.
But i belive this have an conection with various fixes that have bin done with other parts ?
But the gyros getdirection is probably conected with the drawsprite command that is slower now?
And not that command it self?
I nead some more testing but i have got my framwork to work again
Ps..........
Do you think that it could be the recoding of the border clear color that is dont with setclear color now?
Because the issues is with full screen and setscissor(0,0,0,0).
Android 2.3 , ZTE Skate , 480x800 , 800 mhz , Samsung Galaxy Y , 240x320 , 832 mhz , Sony ericson arc 480x854 , 1 ghz
Android 4.0 , Dmtech 3g 9738B , 1024x768 , 9.7 inches , 1.2 ghz