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I'm having a few issues with transitions. Firstly, TransitionCrossFade is not fading between two scenes. It seems to fade between a blank scene and the one I'm leaving. The scene I'm entering appears at the end of the duration. If I s Here is my trigger of the transition.
fadein.movOne of my Scenes has a ScrollView with a TMXTiledMap inside it. If I CrossFade to that scene it crashes in the following code. Basically getVisitingCamera is null. If I change to another transition, it works fine.
And finally - the slide transitions are tearing really badly. Couldn't capture in video as the seem fine in the recording! |
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Replies: 4 comments 12 replies
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It's definitely different from the way it worked in cocos2d-x, and it seems that no one noticed. The cpp-tests project also shows the issue, where it fades to a black screen before popping up the new scene, which is not correct. |
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Any chance you could make a simple test project, or even just post the code, which reproduces each of these issues? |
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@IcemarkUK The entire issue with this is that the camera isn't being set prior to processing all internal nodes. I'm not sure why it would have worked in Cocos2d-x. since none of the transition code seems to have changed between cocos2d-x and axmol, including when it switches to the next scene. There is a potential fix that, to my knowledge, will not affect anything but this specific issue. A few observations related to it:
My proposal here is that the
That effectively fixes the crash, and ensures the transitions work correctly, since the camera is now valid for all child nodes of the scene,. Transitions use something like the following calls to output to the RenderTexture:
@halx99 Is this a reasonable patch? |
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@IcemarkUK PR #1676 is up with the proposed fix for the crash issue. |
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@IcemarkUK Fixed in #1664