Closed GoogleCodeExporter closed 8 years ago
umm, I tried it on my iPod Touch and it seems to work (it is not
features-completed but
most functionalities are supported). Unfortunately I don't have an iPad or an
iPhone to
try it on. Do your iPad and iPhone load correctly when you visit another site
that uses
canvas but not via gwt-g2d?
Original comment by hao1...@gmail.com
on 14 Apr 2010 at 12:42
Sorry, forgot my issue for a while.
We tried your demo-page using an iPhone, and it works fine. My issue must
concern
something else. I have a small control panel that also uses a canvas, and it was
drawn. However, some other canvases and form inputs aren't drawn.
Thanks for checking the issue!
Original comment by degstud...@gmail.com
on 10 May 2010 at 9:27
I can confirm that some real odd things happen with it on the iPad. Reversed
text, styles being applied to wrong text... z-order goofy...etc...etc
I'm not a javascript guy -- but am perfectly willing to run tests...etc...
Original comment by eric.hub...@gmail.com
on 15 Jul 2010 at 11:01
I've been using g2d on iPhone (3GS using OS 4.0.1) and it works great. As a
side note (not specific to g2d), however - iPhone 4 renders things much slower,
my animations are very jerky. I suspect it has something to do with drawing
the 2x iPhone 4 resolution with < 4x CPU power. Possible that Apple has some
work to do on the iPhone 4 JS engine, I'm hearing that Android JS engine is
much faster but I don't have one of those to test.
The only other problem I'm having is I need to pass in an Image instead of an
ImageElement (will create another post).
Original comment by joeh...@gmail.com
on 27 Jul 2010 at 5:38
Great! I am glad it works, since there is almost nothing I can do if it
doesn't... Can I get more information on what is displayed incorrectly on the
iPad?
Original comment by hao1...@gmail.com
on 28 Jul 2010 at 3:18
Note that in my case, I'm doing an animation loop. I have noticed that without
a loop, if I'm just drawing static images one time and the images are not
loaded in time then they do not show. Maybe this is the problem you are
seeing, if so you can use the ExternalImageResource and callback mechanism
provided in the examples. However, this mechanism does not provide the image
combining you get with ImageResource. A workaround for that is listed
elsewhere in this forum in the closed issues. Try an animation loop, keep
repainting, get something to draw and work from there.
Original comment by joeh...@gmail.com
on 1 Aug 2010 at 7:59
Original comment by hao1...@gmail.com
on 16 Oct 2010 at 3:25
Original issue reported on code.google.com by
degstud...@gmail.com
on 14 Apr 2010 at 11:09