Phone Support Sharon from Atera here! - while we do not provide phone support we do offer live chat support with under 1 minute response time, for urgent matter it's advised to use that channel.Atera ticketing issue If after the setup it's still not working, can you pls try to reach out to our support via the live chat channel ? You can contact them using the help icon the right bottom corner of our website,.Best HaloPSA alternatives? Check out and feel free to let me know if you have any questions! - Source: Reddit / 15 days ago.(*) The "Image" class might go away or be just an empty subclass of "Quad". What do you think? Sounds good/bad/mediocre/insane/smelly/blue/duck? It will also be changed to use Byte Arrays.Īgain: this is the plan, and it remains to be seen if it works out like that. □Īs a side-effect, the "VertexData" class will have to be more flexible, so that you can create an instance that offers two sets of texture coordinates, arbitrary slots for bit-masks. Or you could write a super-generic "UltimateRenderer" that accepts a whole lot of classes and can e.g. a "QuadRenderer" that can "survive" a texture switch). If you can write a renderer that is faster than the default, you can do that (e.g. That also means that you can totally override Starling's default renderers. This will be used for automatic batching: as long as two subsequent objects are using the same renderer, they will be batched into the same "Renderer" instance. You can then tell Starling which renderer should render which object, e.g. There will be "Quad" and "QuadRenderer" (*), "Shape" and "ShapeRenderer", etc. To change that, "leaf" display objects (objects that are rendered) will be able to come with a custom "Renderer" class. Thus: no batching of custom display objects. When you've got a custom display object, it aborts that QuadBatch processing and renders itself right away. When a state change occurs, that batch is rendered, and a new "QuadBatch" is created. In the end, it might look quite different, but I need to have a starting point, right? □Ĭurrently, the "render" method of the Image/Quad classes will add the object to a "QuadBatch" instance. When I start implementation, I usually hit stumbling blocks and adapt the plan accordingly. In a nutshell, my current plans for the new rendering architecture are as follows:ĭisclaimer: This is the purely fictional plan within my mind. Thanks for the encouraging words, guys! □ this could be a sample-extension for the 2.0 release, showing how to create custom renderers). When that's done, it will be easy to add support for dynamic lighting, as well (e.g. Starling 2.0 will feature a whole new rendering architecture I've got a lot of ideas for that already. That change will be the last one in the "1.x" branch. This is something that many apps and games need, and can be implemented without any changes in the rendering architecture.Īfter that, there will be a few smaller changes in the Fragment Filter class, to make that more flexible and useful - again, a rather low-hanging fruit, so I want to do that soon. I'm currently working on Stencil masks, which is IMHO a feature that is more important and should have the highest priority. But that solution would not be usable for mobile apps, because each such object would require its own draw call (as Varnius said). □Īs you know, it would be easy to add support for SpriteIlluminator with a custom display object that would not even require a lot of code. This is definitely possible and will happen within this year.
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