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iOS Build Error / No graphics displayed on iOS #575
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If you're able to test on ios, could you try replacing HardwareRenderer.hx:74 with this: defaultFramebuffer = GL.createFramebuffer(); |
The error went away, so it seems to work? I can't verify for sure though. I'm having trouble building to iOS currently due to unrelated issues with hxcpp. If I get them sorted out, I'll report my findings. |
Got it to build. The game now runs but nothing is drawn to the screen. |
I have the same problem. |
GLUtils.hx:35: GL Error found at HardwareRenderer.hx:155: 1286 INVALID_FRAMEBUFFER_OPERATION |
I don't know what's the issue here but obviously it's a big deal. I don't have a handy iOS device atm so I'd appreciate any help figuring this out. iOS as a target is unique because they don't provide a default frame buffer (which technically is not specified, but everyone else does it) so you have to create your own and render to that. On older versions of Lime this approach was working fine, but it looks like Lime changed their GL API, and since around then it's no longer working. Hopefully the fix is as simple as finding a current working example from other projects using Lime and copying it. |
When trying to build an iOS app from the generated Xcode project, I get this error:
/usr/local/lib/haxe/lib/HaxePunk/4,0,1/haxepunk/graphics/hardware/HardwareRenderer.hx:74: characters 23-93 : lime.graphics.opengl.GLFramebuffer does not have a constructor
Maybe this caused by an OpenFL API change?
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