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AppGameKit Classic Chat / the need for agksplash.png

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bjadams
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Posted: 1st Mar 2012 20:01
Please remove the need for agksplash.png from iOS, as this is causing an ugly pause/screen flicker effect, after Default.png is displayed, and before the first sync().

On iOS we already have Default.png

On windows and other platforms where there is no integrated splash screen, agksplash.png makes a lot of sense
The Zoq2
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Posted: 3rd Mar 2012 10:12
TGC removed the requrement I think
bjadams
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Posted: 3rd Mar 2012 14:44
When Zoq?

agksplash.png is still active on T2, I just checked.
Paul Johnston
TGC Developer
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Posted: 5th Mar 2012 16:16
You don't have to include agksplash.png if you don't want to, although iOS will remove default.png from the screen as soon as your first line of code is run. You could throw up a splash screen of your own by loading an image, creating a sprite, and calling sync before continuing with your setup screen if you want to avoid the gap between your first line of code and your first sync.
bjadams
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Posted: 5th Mar 2012 20:03 Edited at: 5th Mar 2012 20:03
that's what i'm doing.

load an image, sync(), and put a loading bar effect as I start loading assets.

hence the need for not having the splash on ios.

if i don't include the splash I get a white flash!
Paul Johnston
TGC Developer
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Posted: 6th Mar 2012 03:34
In that case you can leave it off on all platforms, Windows starts running code so fast I had to add a delay when using agksplash.png to make it visible at all. But if you are using your own splash screen that will be shown with no delay.
bjadams
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Posted: 6th Mar 2012 14:03
what i wrote above only applies to ios, since there are no splash screens on windows so the agk splash makes sense there!
bjadams
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Posted: 11th Jun 2012 12:41
I have managed to get rid of the WHITE FLASH on iOS.

But can't get rid of it on Windows using 1076.

With or without AGKSplash.png makes no difference.

Tried using 3 syncs too.

Any help?
LeeBamber
TGC Lead Developer
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Posted: 11th Jun 2012 13:48
if you post a simple project to the Issues Board with a step by step and a description of what you expect to see, we can understand the issue better. For Windows, there should be no need for a splash or blanking screen as the first Sync() command is the one encountered in your code.

Lead Developer of Dark Basic Pro, FPS Creator and AppGameKit (App Game Kit)
Rich Dersheimer
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Posted: 11th Jun 2012 16:04
bj, HOW did you get rid of the white flash on iOS? Mine is still flashing white.

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Some days, you'll eat the bear.
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bjadams
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Posted: 11th Jun 2012 18:09
Lee, it's very easy.

With AGKsplash.png:

You see a WHITE screen for a split second in 1076.
Then the AGKsplash.png is displayed.


Without AGKsplash.png:

You see a WHITE screen for a split second in 1076.
Then a black screen is displayed.
Paul Johnston
TGC Developer
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Posted: 11th Jun 2012 18:12
It could be the gap between creating the back buffer (which iOS seems to fill with white) and displaying the splash screen, or clearing it to black instead. Not sure if we can do anything about that.
bjadams
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Posted: 11th Jun 2012 18:15
My point is, I read in the log that AGKsplash was improved in some way in 1076 right?

What was fixed exactly, since I still encounter the same white flash.

Paul, until 1074 there is no white flash on ios. Have not checked 1076 on ios yet. Problem happens on Windows.
Ancient Lady
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Posted: 11th Jun 2012 21:05
I no longer have a white flash in iOS.

There is a brief black one before my custom splash screen loads. I think the key to getting my custom one to load in iOS was to do two Sync() commands after loading the image.

I am also seeing the brief white flash in Windows in 1076. It is followed by a brief black flash and then my custom splash screen.

I can roll back to 1074 and 1075 (maybe even 1072 and 1073) to see how the flashes behave there.

Give me an hour or so to run that set of tests.

Cheers,
Ancient Lady
Paul Johnston
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Posted: 11th Jun 2012 21:49
Quote: " I read in the log that AGKsplash was improved in some way in 1076 right?"


The orientation of the splash screen was fixed so landscape images now appear in landscape.
bjadams
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Posted: 11th Jun 2012 23:02
Quote: "I am also seeing the brief white flash in Windows in 1076. It is followed by a brief black flash and then my custom splash screen."


This is EXACTLY what I am getting on Windows too.
This is a bit annoying. Isn't there any way to get rid of this once and for all on Windows?

I can't understand why AppGameKit has to have these problems, when other ogl sdks don't have any flashes.

I think on iOS we don't see the white flash because maybe there's default.png to cover it up???
Ancient Lady
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Posted: 11th Jun 2012 23:08
Quote: "I think on iOS we don't see the white flash because maybe there's default.png to cover it up?"


Prior to v1076 there was a white flash if there was no AGKSplash.png file.

Cheers,
Ancient Lady
Ancient Lady
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Posted: 11th Jun 2012 23:10
I've tested my app in Windows (built and run) with v1072 through v1075.

All have the same behavior. You get a white flash twice as long as currently displayed in v1076 (and no black flash at all).

I'm installing v1065 on a virtual machine. I'll get back with the results on that test later.

Cheers,
Ancient Lady
bjadams
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Posted: 12th Jun 2012 00:11
I am using 1074 on iOS. I use the T2 Xcode project, use Sync in the first line of my prog, use Default.png and there is NO white flash when testing on iPad!
Ancient Lady
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Posted: 12th Jun 2012 00:28
Cool, you found a solution sooner.

I did not try putting a Sync() as the very first command. Probably would have saved me some headaches.

I just tried to compile my game in v1065. And gave up after I had to comment out so many commands and then got an error message I could not associate with the text at or near the indicated line.

So, I can't test to see if there is a white flash in v1065 until I create a simple test program. Probably what I should have done to start with (and will do tomorrow).

Cheers,
Ancient Lady

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