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		<title>cocos2d for iPhone &#187; Tag: flicker - Recent Topics</title>
		<link>http://www.cocos2d-iphone.org/forum/tags/flicker</link>
		<description>A fast, easy to use, free, and community supported 2D game engine</description>
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		<pubDate>Fri, 10 Feb 2012 04:08:19 +0000</pubDate>
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		<item>
			<title>derr on "CC3Billboard Flickering When Touched in an AR App"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/29025#post-143111</link>
			<pubDate>Tue, 07 Feb 2012 19:58:20 +0000</pubDate>
			<dc:creator>derr</dc:creator>
			<guid isPermaLink="false">143111@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Has anyone found a work around for this problem from the CC3Layer documentation:</p>
<blockquote><p>However, since the CC3Layer's background color and any background 2D nodes have already been drawn by normal cocos2d CCLayer behaviour and cannot be redrawn during 3D drawing, when a touch event is used to select a node, there is a very slight flicker on any translucent nodes that have nothing behind them except the layer's background color or 2D CCNodes. Opaque 3D nodes are not affected and do not flicker. Nor do translucent nodes that have 3D nodes behind them.</p>
<p>To remove this flicker on translucent nodes during touch event processing, make sure that translucent nodes do not appear directly over the background color of the layer, or over 2D CCNodes. In such cases, use a full 3D skybox in the 3D world instead.</p></blockquote>
<p>I am attempting to use Cocos3d in an AR app, and the only thing behind the CC3Billboard is the video layer. So when the billboard which has some transparency is tapped the transparent parts of the sprite turn black for a split second. I'm fairly confident that this behavior that I am seeing can be explained by the CCLayer flickering explanation, I'm just not sure how to correct it in my case. It's an AR app, so putting a 3d object or a skybox behind (around) the sprites in the scene will now work for my purposes.</p>
<p>Any help will be greatly appreciated.
</p></description>
		</item>
		<item>
			<title>Freecloud on "Screen flicker on iPad 2"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/14495#post-82160</link>
			<pubDate>Mon, 14 Mar 2011 14:38:32 +0000</pubDate>
			<dc:creator>Freecloud</dc:creator>
			<guid isPermaLink="false">82160@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hello Everyone,</p>
<p>One of my apps is experiencing a strange flickering only on the iPad 2.  It works perfectly on my iPad (with iOS 4.3) and other devices (iPhone 4, iPhone 3G).</p>
<p>I've posted a video clip of the issue here:<br />
<a href="http://freecloud.com/dl/iPad2Flicker.MOV" rel="nofollow">http://freecloud.com/dl/iPad2Flicker.MOV</a></p>
<p>I'm not doing anything particularly complicated here.  I create a CCNode called mcTray and then I add 2 CCSprites (the parts in the parts tray) to mcTray.  Then I adjust the X position of mcTray to scroll it left and right.</p>
<p>Is anyone else experiencing any strange behaviors in their apps when running on an iPad 2?  Any ideas on what's causing this?</p>
<p>Thanks!</p>
<p>Dan
</p></description>
		</item>
		<item>
			<title>geykel on "CCMenuItemSprite flickers on layer move"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/27806#post-136590</link>
			<pubDate>Thu, 22 Dec 2011 15:46:07 +0000</pubDate>
			<dc:creator>geykel</dc:creator>
			<guid isPermaLink="false">136590@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hi, I have a layer with several CCMenuItemSprite, the layer background is 1024 × 1499 pixels because I move it up and down when you tap on some of the menu items. I move the layer like this:</p>
<p><code>CCEaseOut *moveLayer = [CCEaseOut actionWithAction:[CCMoveTo actionWithDuration:0.8 position:ccp(0, 730)] rate:3.0];</code></p>
<p>While the layer is moving the menu items flicker and also all the running animations too :(</p>
<p>Any help please?<br />
Thanks
</p></description>
		</item>
		<item>
			<title>eshirt on "Return of the Startup Flicker!"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/10398#post-59515</link>
			<pubDate>Sat, 16 Oct 2010 02:04:36 +0000</pubDate>
			<dc:creator>eshirt</dc:creator>
			<guid isPermaLink="false">59515@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>All of a sudden my 0.99.5b3 game has the dreaded black frame on startup.  It didn't have it yesterday.  Everything has been working great since adding autorotation handled by the RootViewController.</p>
<p>I haven't made any changes to the RVC, but I did add the UILaunchImageFile key to Info.plist along with some device-specific Default.png files.  This was to get around a problem where iOS 3.x devices would startup in Landscape Left by default, and iOS 4.x devices would start up in Landscape Right.  By adding "~iphone" device modifiers, I can make sure that the right Default file is getting loaded.  I don't see how this could have caused the flicker to return...</p>
<p>Currently, I see the flicker on the iPhone 4 w/ 4.1, iPhone 3Gs w/ 4.1, iPod touch (2G) w/ 3.1, iPhone 3G w/ 3.1.3, and all iPhone simulators.  It DOES NOT happen on the iPad either on the device or simulator (except in LandscapeRight which is a separate, known bug).</p>
<p>I don't want to clutter up the forum by posting my entire app delegate, but if it would help, I can provide the relevant code.</p>
<p>Any advice for debugging, where to look, or whatever would be awesome.  </p>
<p>I have to imagine that something with the new Default.png files or the Info.plist is conflicting with the startup.  For the record, I have Default.png, Default~iphone.png, Default@2x~iphone.png, and Default-Landscape~ipad.png.  Yet when I remove all the new files and revert the Info.plist file, I still get the flicker (even after cleaning all targets).</p>
<p>Ugh.
</p></description>
		</item>
		<item>
			<title>vws0213 on "Mac: Black flickering in fullscreen above the dock"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/19507#post-109091</link>
			<pubDate>Sat, 06 Aug 2011 10:02:23 +0000</pubDate>
			<dc:creator>vws0213</dc:creator>
			<guid isPermaLink="false">109091@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hello,</p>
<p>I have the following problem with my cocos2d Mac app:<br />
In fullscreen mode (set by setFullScreen:true of CCDirectorMac) I have flickering black rectangles exactly the position "above" the Mac OS dock.<br />
It seems to be the system are updating the dock "under" the full screen app and it causes the flicker.<br />
The black rectangles are appearing for approx. one frame when I move the mouse cursor and it looks flickering when I move the cursor continuously.<br />
cocos2d 1.0.1, Mac OSX 1.6.8.</p>
<p>Thanks in advance
</p></description>
		</item>
		<item>
			<title>Codebrella on "Artifacts showing on iPad 2 device during CCTransitionPageTurn"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/18335#post-102875</link>
			<pubDate>Tue, 05 Jul 2011 03:14:19 +0000</pubDate>
			<dc:creator>Codebrella</dc:creator>
			<guid isPermaLink="false">102875@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hi Folks,</p>
<p>I am getting a flicker (artifacts?) on the iPad 2 during a CCTransitionPageTurn. I apply the following code before transitions to fix it:<br />
<code>[[CCDirector sharedDirector] setDepthTest:YES];</code></p>
<p>Moreover, I change the depthTest var back to 'NO' after the transition's complete, which fixed some other flickering issues. This snippet fixes the transitions until I try to transition to a scene which has a scaled/positioned layer. Here is a video showing a clean transition with the depthTest var set to true, and another scene set up exactly the same but with a scaled/positioned layer:</p>
<p><a href="http://www.youtube.com/watch?v=PM1bdnCakQ0" rel="nofollow">http://www.youtube.com/watch?v=PM1bdnCakQ0</a></p>
<p> I do the zooming with the following code: </p>
<p><code>self.bgLayer.scale = 1.8;</code> </p>
<p>If I change the scale property to 1.0, there is no flicker. This is similar for positioning the layer. If I position the layer too far away from it's origin (centered in middle of screen), it will result in a flicker. What is even more weird is that I can zoom it to like 1.1, no problem.</p>
<p>Here is an example with no flickering (not scaled/positioned):<br />
<a href="http://www.youtube.com/watch?v=QiXLdGFT-4g" rel="nofollow">http://www.youtube.com/watch?v=QiXLdGFT-4g</a></p>
<p>Has anyone been in this particular situation?
</p></description>
		</item>
		<item>
			<title>Paul on "The flicker returns to the UIViewController autorotation?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/18412#post-103252</link>
			<pubDate>Wed, 06 Jul 2011 20:03:43 +0000</pubDate>
			<dc:creator>Paul</dc:creator>
			<guid isPermaLink="false">103252@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>I just tested the autorotation functionality of my app and discovered that on rotating the screen (using UIViewController to rotate in landscape mode) there is a short black flicker. So it starts rotating, flickers and then rotates without no other issues.</p>
<p>I have a CCLayer with some CCNodes on it that have personalized <code>-(void) draw</code> functions. </p>
<p>Didn't find a workaround yet because the startup flicker (<a href="http://www.cocos2d-iphone.org/forum/topic/10398" rel="nofollow">http://www.cocos2d-iphone.org/forum/topic/10398</a>) only appears on the startup and cares about "Default.png" not the whole scene. Do you know what's wrong?
</p></description>
		</item>
		<item>
			<title>Codebrella on "removeStartupFlicker doesnt work in 16 bit mode"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/18357#post-102982</link>
			<pubDate>Tue, 05 Jul 2011 17:59:04 +0000</pubDate>
			<dc:creator>Codebrella</dc:creator>
			<guid isPermaLink="false">102982@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>title says it all, I am experience a flicker at start up (between Default.png &#38; first scene) when using 16-bit mode. This doesn't occur when set to 0. Anyone have a fix for this? This occurs on iPad (1st &#38; 2nd gen) and iPhone devices.
</p></description>
		</item>
		<item>
			<title>Codebrella on "(yet another post about) Black Screen Flicker After Default.png"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/16354#post-92280</link>
			<pubDate>Sun, 08 May 2011 17:01:03 +0000</pubDate>
			<dc:creator>Codebrella</dc:creator>
			<guid isPermaLink="false">92280@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>I'm getting a black screen flicker between my default.png and my first scene. I'm using 1.0.0-beta and have gone into the app delegate (removeStartupFlicker) and uncommented the necessary code to fix it but without luck. This is happening on an iPad 2 device with the app in Landscape mode. I've also tried to add the Default.png to the first scene but the black flicker still occurs. I know this topic has been discussed previously but I wasn't able to find a viable solution from prior discussions. Any suggestions or ideas of what I might be doing wrong?</p>
<p>here's a link to my app delegate code (didn't wanna clutter the thread): <a href="http://pastie.org/1878387" rel="nofollow">http://pastie.org/1878387</a>
</p></description>
		</item>
		<item>
			<title>iisystems on "Sprite flicker in transition when migrating to 0.99"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/9714#post-55874</link>
			<pubDate>Mon, 20 Sep 2010 06:18:07 +0000</pubDate>
			<dc:creator>iisystems</dc:creator>
			<guid isPermaLink="false">55874@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>I recently migrated my project to 0.99x from 0.8x.  I use transitions between scenes such as:<br />
<pre><code>[[CCDirector sharedDirector] replaceScene: [CCFlipYTransition transitionWithDuration:0.5f scene:gs orientation:kOrientationUpOver]];</code></pre>
<p>These transitions didn't cause me any problems in 0.8x.  Even using UIKit elements, they worked fine.  Now, in 0.99x, my sprites flicker as the transition effect occurs.  I have tried all four directors; all have the same problem.<br />
<pre><code>//[CCDirector setDirectorType:kCCDirectorTypeDisplayLink];
	//[CCDirector setDirectorType:kCCDirectorTypeMainLoop];
	//[CCDirector setDirectorType:kCCDirectorTypeNSTimer];
	[CCDirector setDirectorType:kCCDirectorTypeThreadMainLoop];</code></pre>
<p>Has anyone else come across this?</p>
<p>Thanks!
</p></description>
		</item>
		<item>
			<title>lerkan on "Black line"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/15555#post-88126</link>
			<pubDate>Wed, 13 Apr 2011 23:40:33 +0000</pubDate>
			<dc:creator>lerkan</dc:creator>
			<guid isPermaLink="false">88126@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hi, </p>
<p>I've seen some similar discussion, but not quite sure if this is the same issue. Anyways, I get black lines when I use pvr.ccz images. I've tried setting both 2d projection and depthtest without luck. Below is a screenshot. I need help. Thanks</p>
<pre><code>[director setProjection: CCDirectorProjection2D];
	[director setDepthTest: NO];</code></pre>
<p><img src="http://innovationdreams.se/upload2/1.png" alt="" />
</p></description>
		</item>
		<item>
			<title>mihaipruna on "moving sprite appears squished"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/14803#post-84055</link>
			<pubDate>Wed, 23 Mar 2011 15:33:53 +0000</pubDate>
			<dc:creator>mihaipruna</dc:creator>
			<guid isPermaLink="false">84055@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>this occurs in both the simulator and the device. I have a sprite that is moving, its position being updated base on the physics of the game. The side in the direction of movement appears faded/slightly squished. Is there anything I can do to eliminate this effect? There's also a shimmering effect on the device, where the black edges of the sprite appear to flicker against the mostly white background.
</p></description>
		</item>
		<item>
			<title>donlee on "[GAME] Flick It"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/13281#post-74519</link>
			<pubDate>Sat, 05 Feb 2011 20:21:17 +0000</pubDate>
			<dc:creator>donlee</dc:creator>
			<guid isPermaLink="false">74519@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hello fellow cocos2d'ers,</p>
<p>We are a 3 man team and we are very delighted to present to you our first app that just got approved,<br />
Flick It.</p>
<p>We started this app during the December holidays and decided to start with something simple, a whack-a-mole game. Reasons include not having to deal with physics, in app purchases and stuff...</p>
<p>Instead of the standard tap the screen to whack, we introduced a simple flick gesture as something unique.</p>
<p><img src="http://3.bp.blogspot.com/_Ku2e5aSKwXQ/TUSmgq4Zg_I/AAAAAAAAAlE/zFX-5jsxIoY/s320/Screenshot+2011.01.30+05.48.07.png" alt="" /></p>
<p><img src="http://3.bp.blogspot.com/_Ku2e5aSKwXQ/TUSmiwjwVHI/AAAAAAAAAlQ/GnSrHIpBcME/s320/Screenshot+2011.01.30+05.49.09.png" alt="" /></p>
<p><a href="http://itunes.apple.com/sg/app/flick-it/id417603602?mt=8">Link to app in appstore</a></p>
<p>Here are some PROMO CODES! Post down below if anyone needs more! (:<br />
PRMFRRL4FYK7<br />
EAY9WHA94N9P<br />
67WFFEYWTMLE<br />
X473AK4YH6R6<br />
EMHPAL3TRMH4</p>
<p>Do comment some love/hate on our game or even feel free to ask questions like how feature XXX is implemented! (We're keen to help as much as we can!)
</p></description>
		</item>
		<item>
			<title>karnak on "When moving my sprites are flickering and blurring (even with only CCMoveTo)"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/11296#post-63973</link>
			<pubDate>Sun, 21 Nov 2010 17:26:46 +0000</pubDate>
			<dc:creator>karnak</dc:creator>
			<guid isPermaLink="false">63973@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hello,</p>
<p>Even if I set a simple CCMoveTo action:<br />
<pre><code>[player runAction:[CCMoveTo actionWithDuration:4.0f position:ccp([WinSize width], player.position.y)]];</code></pre>
<p><strong>This "player" CCSprite is flickering and getting blurred.</strong></p>
<p>I also tried accelerometer movement based, with High-Pass filter and I still get flickering and blurring.<br />
Most surprising is that it I'm getting flicker and blurring by just using CCMoveTo.</p>
<p>Details of what I'm using:<br />
- 2D projection.<br />
- kCCTexture2DPixelFormat_RGBA8888 and kEAGLColorFormatRGBA8<br />
- cocos2d v0.99.5-rc1<br />
- The sprite is being added over a CCColorLayer<br />
- Running on an iPad 3.2.2</p>
<p>I also tried doing<br />
<pre><code>[player.texture setAntiAliasTexParameters];
[player.texture setAliasTexParameters];</code></pre>
<p>and got the same results.</p>
<p>Any tips?</p>
<p>Thanks.
</p></description>
		</item>
		<item>
			<title>ChargeAhead on "Coco2d and UITabbarController integration."</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/7160#post-42005</link>
			<pubDate>Thu, 17 Jun 2010 09:25:25 +0000</pubDate>
			<dc:creator>ChargeAhead</dc:creator>
			<guid isPermaLink="false">42005@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hello,</p>
<p>I am very new to iphone development started 1.5 months ago.<br />
I am getting the hang of normal iphone apps building gradually.<br />
Then, I have a new project of developing games using coco2d engine.<br />
My apps is suppose to be like normal iphone apps inside which small games developed using coco2d engine will be inserted.<br />
( maybe by tab bar button click or some kind of user response that will direct to play the game )</p>
<p>So I am wondering , integration is possible ?<br />
I am not very much experience in developing apps. As far as I see , the application delegate is modified for coco2d to be launched currently.</p>
<p>I just want to make sure whether it's feasible before I learn and research more to do my project.</p>
<p>1. Is the integration is possible?<br />
2. Any advise and tip  on it is available ?</p>
<p>I am quite new to this forum also . Sorry if this has been asked before.<br />
coco2d engine rocks!</p>
<p>Thanks all.
</p></description>
		</item>
		<item>
			<title>rigalr on "0.99rc : flicker with Default.png"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/4452#post-26543</link>
			<pubDate>Sat, 13 Feb 2010 12:36:51 +0000</pubDate>
			<dc:creator>rigalr</dc:creator>
			<guid isPermaLink="false">26543@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hello,</p>
<p>I've migrated a project from 0.82 to 0.99rc.</p>
<p>Im' using this code to prevent flickering with the default.png in 0.82 :</p>
<p>// prevent flicker<br />
	CCSprite *sprite = [[CCSprite spriteWithFile:@"Default.png"] retain];<br />
	sprite.anchorPoint = CGPointZero;<br />
	[[sprite texture] setAliasTexParameters];<br />
	[sprite draw];<br />
	[[[CCDirector sharedDirector] openGLView] swapBuffers];<br />
	[sprite release];</p>
<p>Everythig was ok in 0.82.</p>
<p>But in 0.99rc, it seems to display a screen capture of the first scene, and not the default.png.</p>
<p>any idea ?</p>
<p>Régis
</p></description>
		</item>
		<item>
			<title>psi on "CCTileMapAtlas | gaps | artifacts | black lines | flicker | v0.99.0rc"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/4219#post-25289</link>
			<pubDate>Tue, 02 Feb 2010 17:02:11 +0000</pubDate>
			<dc:creator>psi</dc:creator>
			<guid isPermaLink="false">25289@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>The gap is back...</p>
<p>After hours(!!) of fighting these pesky little black lines in my CCTilemapAtlas in the last release of cocos2d (0.9 beta2) I upgraded to the latest release (0.99 rc) yesterday and my beloved friends are back. *bitesHisTongue*</p>
<p>I followed all the tips and tricks I could find:</p>
<pre><code>// 2D Projection:
[[CCDirector sharedDirector] setProjection:CCDirectorProjection2D];

// Alias textures
[myTilemap.texture setAliasTexParameters];

// Disable subpixel rendering in ccConfig.h
#<a href='http://www.cocos2d-iphone.org/forum/tags/define'>define</a> CC_COCOSNODE_RENDER_SUBPIXEL 0
#<a href='http://www.cocos2d-iphone.org/forum/tags/define'>define</a> CC_SPRITESHEET_RENDER_SUBPIXEL 0</code></pre>
<p>With these tricks the gaps were gone in 0.9b2 but now they are back. I noticed it's again the subpixel rendering problem, as the black lines appear only if I use a CCMoveTo action, where I can not control the placement while the tilemap moves - or is this possible?! To clarify, I can place the tilemap at integer value coordinates - everything is fine (no gaps), but when moving around with an action those gaps show up again.</p>
<p>The tip regarding the "spritesheet-artifact-fixer.py" did also not solve my problems. I got the same flicker but a ruined texture. IMHO it does not work. It just doubles border pixels which looks simply BAD if you have to use tiles that perfectly align by pixel.</p>
<p>I really do not want to go back to 0.9b2 because the performance increased by 5-10 FPS for my game with the new release, so if anyone has another tip / trick to solve this problem I would be really grateful!</p>
<p>Thanks in advance for any help,<br />
Markus
</p></description>
		</item>
		<item>
			<title>h.hamm on "Flicker Lines with TMX Tilesets"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/8756#post-50686</link>
			<pubDate>Mon, 16 Aug 2010 12:06:24 +0000</pubDate>
			<dc:creator>h.hamm</dc:creator>
			<guid isPermaLink="false">50686@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hi,<br />
I use TMX Tilemaps to draw a scene with 7 diffrent layers to get a nice parallax effect, but whats not so nice : the are flickering lines between the tiles. How to avoid them?<br />
I tried to disable Subpixel rendering, but that would make it even worse.
</p></description>
		</item>
		<item>
			<title>JohnnyFlash on "Scaled screen pop in iPhone 4 high-res"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/7389#post-43309</link>
			<pubDate>Fri, 25 Jun 2010 01:10:50 +0000</pubDate>
			<dc:creator>JohnnyFlash</dc:creator>
			<guid isPermaLink="false">43309@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>I am running into a weird scaling problem on the iPhone 4.</p>
<p>The 1st scene seems to be initializing at scale 1 and then quickly changing to scale 2.</p>
<p>Here are some screenshots:</p>
<p>Bad start:<br />
<img src="http://www.jerryvision.net/pix/bad.png" alt="" /></p>
<p>Good after:<br />
<img src="http://www.jerryvision.net/pix/after.png" alt="" /></p>
<p>Any thoughts?
</p></description>
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			<title>sowbug on "Startup flicker"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/4361#post-26050</link>
			<pubDate>Tue, 09 Feb 2010 04:28:58 +0000</pubDate>
			<dc:creator>sowbug</dc:creator>
			<guid isPermaLink="false">26050@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>I'm using 0.9-beta2. I backported from 0.99 the macros mentioned in <a href="http://code.google.com/p/cocos2d-iphone/issues/detail?id=735" rel="nofollow">http://code.google.com/p/cocos2d-iphone/issues/detail?id=735</a>. Here's what I have:</p>
<pre><code>CCSprite *sprite = [CCSprite spriteWithFile:@&#34;Default.png&#34;];
sprite.anchorPoint = CGPointZero;
CC_ENABLE_DEFAULT_GL_STATES();
[sprite draw];
CC_DISABLE_DEFAULT_GL_STATES();
[[[CCDirector sharedDirector] openGLView] swapBuffers];
[[CCDirector sharedDirector] runWithScene:scene];</code></pre>
<p>Unfortunately, the flicker between Default.png and the intro scene is pretty noticeable on both my devices (old iPhone, iPhone 3GS). The [self mainloop] hack in Director didn't work. Anyone have any ideas of other ways to solve this problem?
</p></description>
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			<title>Decept on "Flicker between sprites"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/2654#post-16497</link>
			<pubDate>Mon, 26 Oct 2009 11:52:08 +0000</pubDate>
			<dc:creator>Decept</dc:creator>
			<guid isPermaLink="false">16497@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>I have several fullscreen (480x320) sprites positioned exactly next to each other. When the game scrolls horizontally over these sprites I get a flickering black vertical line between the sprites. I searched around on the forum and found several threads about similar problems. But nothing I have tried has fixed the issue.<br />
I use regular sprites and not atlas sprites. I have set 2D projection. I have tried to add 0.5f to the position.<br />
I'm using Cocos2d 0.8.2.
</p></description>
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			<title>parsa28 on "Flickering TMXTiledMap, whether anti-aliased or not"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/2380#post-14931</link>
			<pubDate>Fri, 09 Oct 2009 20:30:20 +0000</pubDate>
			<dc:creator>parsa28</dc:creator>
			<guid isPermaLink="false">14931@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hello there,<br />
I'm adding a TMXTiledMap like this:<br />
<pre><code>TMXTiledMap *map = [TMXTiledMap tiledMapWithTMXFile:@&#34;Level1.tmx&#34;];

		for( TMXLayer* child in [map children] ) {
			[[child texture] setAntiAliasTexParameters];
		}

		voidNode = [ParallaxNode node];
		[voidNode addChild:map z:0 parallaxRatio:ccp(0.0f,1.0f) positionOffset:CGPointZero];
		id goUp = [MoveBy actionWithDuration:1 position:ccp(0,-150)];
		[voidNode runAction:goUp];
		[self addChild:voidNode];</code></pre>
<p>Where "Level1.tmx" is a 480x1600 pixels tilemap made with Tiled (16x16 tiles). The spritesheet is a normal 256x256 png file (I've tried putting blocks with no margin and space, and also with different values of margin and space, so I've tried them both).</p>
<p>The problem: if I use the anti-aliasing code, I get tiny black lines flickering between tiles which are both horizontal and vertical. And if I don't use anti-aliasing, there'll be long horizontal lines flickering over the whole map which are of course because of being aliased.</p>
<p>p.s. the whole screen is filled with tiles so there are a lot of them, not like the demos with long distance between tiles.</p>
<p>Thanks for your time,<br />
Parsa
</p></description>
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			<title>igalic on "Black rectangles / flickering"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/1937#post-12090</link>
			<pubDate>Thu, 17 Sep 2009 20:17:46 +0000</pubDate>
			<dc:creator>igalic</dc:creator>
			<guid isPermaLink="false">12090@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hi!</p>
<p>We've noticed some random glitches in our game. Sometimes, on some phones, a part of the screen flashes black. It seems as if it only happens for one frame, but since it's black it's noticeable. It usually comes from the right side of the screen (landscape mode), covering the full height (320px), and going for about 30-75% of the screen. There doesn't seem to be a regular pattern for this, but it seems it happens most often on a particular screen, which is nothing special except for a few things that I can notice:</p>
<p>- it's a layer with a full-screen background image inserted on top of an existing scene<br />
- there are about 4-5 Labels on the layer, very rapidly changing (it's a tally screen)</p>
<p>Could it have anything to do with those fast-changing labels? I know we're supposed to use AtlasLabels, but this has worked for us so far.</p>
<p>It's a very strange glitch and I really can't find anything that could be causing it (we don't even have any big black images loaded).</p>
<p>I'm using iPhone SDK 3.0 on Snow Leopard, but the app is built for 2.2. We and our publiher have been testing it on a variety of devices, from 2.0 to 3.1, 2g to 3gs and iPod Touches, jailbroken and non-jailbroken ones. It seems it doesn't happen on every device, but we can't find any relationship between the OS version or the device model and the glitch.</p>
<p>It feels like shooting in the dark here, but I was hoping someone could be able to help...</p>
<p>Thanks,<br />
Ivan Galic<br />
NightIrion<br />
<a href="http://www.nightirion.com" rel="nofollow">http://www.nightirion.com</a>
</p></description>
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			<title>Finkly on "First black frame on start"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/1629#post-10207</link>
			<pubDate>Tue, 01 Sep 2009 02:52:44 +0000</pubDate>
			<dc:creator>Finkly</dc:creator>
			<guid isPermaLink="false">10207@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>In my game my first scene is an exact copy of the Default.png (with the addition of a loading animation). For some while it has annoyed me that there is a perceptible flash on the transition between the two. After some debugging it seems to me that the problem comes from the Director only scheduling its mainloop and then returning from runWithScene. By the time mainloop actually runs the window has refreshed with the empty back buffer(?). At least, I know that on leaving the application delegate the Default.png is still displayed, but when the mainloop is entered for the first time the screen is blank.</p>
<p>So as an experiment I added a call to mainloop at the end of startAnimation. Sure enough the scene gets visited before returning and the black frame is no more.</p>
<p>My question is: is this safe? Everything seems to run fine and I don't see any initialization happening after the inserted call, but I haven't spent a long time looking through Director so it leaves me a little uneasy.</p>
<p>For reference, I am not using FastDirector and I am attaching to a UIWindow, not a UIView.</p>
<p>Comments?
</p></description>
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