Open vasumahesh1 opened 9 years ago
Does this happen for Windows Phone 8 or Windows Phone 8.1 (universal app) projects?
WP8 Project
I just made a fresh new project and loaded the TMX File. Got the same Render Issue.
Do you have the same problem with the Universal App project? It uses a newer version of our Angle (OpenGL -> DirectX) lib.
Haven't tried yet .. Will try now .. Can you redirect me to a setup link for Windows 8.1 Universal ? Im having some build issues with it regarding libSpine.Windows
I was able to get hold of a Mac , and i got the same iOS render issue (Note this is an older map so it looks different but we see the same issue)....
Can anyone inspect my TMX file ... I really don't know if this is correct or not.
This was the output of the XCode Ouput Window :
{
cocos2d.x.version: cocos2d-x 3.3
cocos2d.x.compiled_with_gl_state_cache: true
cocos2d.x.build_type: DEBUG
gl.supports_vertex_array_object: true
cocos2d.x.compiled_with_profiler: false
gl.renderer: Apple Software Renderer
gl.vendor: Apple Inc.
gl.max_texture_size: 4096
gl.max_samples_allowed: 4
gl.version: OpenGL ES 2.0 APPLE-10.1.4
gl.supports_S3TC: false
gl.supports_ATITC: false
gl.supports_ETC1: false
gl.max_texture_units: 8
gl.supports_PVRTC: true
gl.supports_NPOT: true
gl.supports_discard_framebuffer: true
gl.supports_BGRA8888: false
}
libpng warning: iCCP: known incorrect sRGB profile
libpng warning: iCCP: known incorrect sRGB profile
cocos2d: SpriteBatchNode: resizing TextureAtlas capacity from [127] to [170].
cocos2d: SpriteBatchNode: resizing TextureAtlas capacity from [170] to [228].
cocos2d: SpriteBatchNode: resizing TextureAtlas capacity from [228] to [305].
cocos2d: SpriteBatchNode: resizing TextureAtlas capacity from [305] to [408].
2015-02-02 17:08:00.973 SampleApp iOS[33503:1334321] cocos2d: surface size: 1136x640
2015-02-02 17:08:00.975 SampleApp iOS[33503:1334321] cocos2d: surface size: 1136x640
Update on the situation :
When I Use a "TileSet Image" (Earlier was Individual Image per Tile) it Renders Perfectly on any platform.
But when I have individual Images for each tile it renders it in this manner.
For now it has seemed to fixed the issue.
As per the wiki: http://www.cocos2d-x.org/wiki/TileMap
Tiles: Embedded tiles are NOT supported (i.e., tilesets with embedded images). Only embedded tilesets are supported (i.e., the tileset is embedded, but not its images). supports at most 1 tileset per layer.
As a newbie to cocos and game dev, I have no idea what this means.. and seems misleading for me. As I thought embedded tilesets == Tileset Image. But infact a Tileset Image turned out to be my solution.
Probably this image can be used on further to improve the wiki.
I don't believe the cocos2d-x TileMap engine and parser supports the collection of individual images yet.
how can i make a map with images have different size. i found in test resource have this but i don't know how to make the same.
Is there any plan for this issue ??
Hi,
I was trying to render a simple tile map on windows phone. And I got it loaded successfully but my Tile maps are loading quite differently than I had set it up in Tiled.
Here is the screenshot from my phone (wp8.1 preview for developers)
Here is what i expected (Screenshot from Tiled)
here is the C++ code I used to in my Scene's init() method
I tired to debug the GID's and found out they are coming exactly as specified in the XML of the .tmx file.
More over I tried various patterns / tmx maps with gzip zlib and base64 uncompressed and got the same issue. Also there was a very unique pattern.
Quite strange. In some cases I had the water tile at the last and only that thing loaded perfectly.
here is the full tmx file I used