What happened to the page turn transition? It's all spiky as it goes off screen.
I would really like to use this transition can anyone provide any insight?
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What happened to the page turn transition? It's all spiky as it goes off screen.
I would really like to use this transition can anyone provide any insight?
anyone?
you are using a depth buffer, right ?
@Riq
I saw that default depth buffer is kDepthBufferNone. But if we change it to 16 or 24, so transitions like page turn can work, are there any performance issues that can emerge from a change? For example I know that changing pixel format from 16bit to 32bit greatly reduce FPS, but I don't know anything about depth buffer and its impact on FPS...
Thanks
@crmagicxxx: It will consume more memory, and probably it might be a little bit slower when rendering some scenes... but I didn't do any performance test, so I'm not sure.
Are you interested in doing them ?
Ok Riq, I can do it, just tell me how? :)
Should I open your standard performance test and compare results or what? For particles, sprites and touches?
@crmagicxxx:
I think that the depth buffer will affect the rendering, so the test that I would do is:
- Use the sprite performance test as a template, but I would create a new test (eg: DepthBufferPerformanceTest). I would use only the tests that do not trigger that "fill rate" limit, for example, tests 10-11-12, and I would include only the A tests.
- So, I would add 3 options: 0-bit, 16-bit and 24-bit depth buffer.
And another thing that I would do is to place the sprites at different Z values (OpenGL Z, not cocos2d Z).
Example:
sprite.vertexZ = random(-1000,1000);
the 0-bit depth buffer should not perform worse than the 16-bit or 24-bit buffers. If so, something really strange is happening.
Instead, it should perform a little bit better, but I'm not sure if it should perform better in all tests.
Ok, I'll try doing what you suggested
Regards
ah..ok I thought I had turned on the depth buffer but I was running from a test project and missed it.
Also is there a way so it doesn't show the back of the of the page as it's tearing of?
Ok...I enabled depth buffer and I still get some artifacts on the left hand side of the screen at the start of the animation, you do get them in the test transition as well but I think because it's landscape you don't see them that clearly (probably because of the type of images too).
I did a test project and made a movie. http://www.purplezoo.com/pageturn2.mov
I just built a project from scratch using 8.2 and it still happens. It only seems to happen on the left hand side when the animation starts, it looks possibly like a z buffer problem.
What's the link for posting a bug I haven't posted one in a while
Is there any update on this? We are also having issues with the page curl transition artifacts.
Wow, I was literally just here to type the same question. I tried the hack mentioned in the issue list, but no help. Really looks crappy when all those triangles flicker on the left.
IS there any option or alternative to this particular page-turn transition? Telomere uses a page-turn, and they seem to have beat the problem.
Yeah, I just learned the book 'Alice' has released an update with the page curl effect solved. Anyone with any thoughts on what to do to beat this problem?
Hi ... I released the Alice app and this issue *was* previously fixed by un-commenting
[[CCDirector sharedDirector] setDepthBufferFormat:kDepthBuffer16];
in the application delegate and then using the solution in http://code.google.com/p/cocos2d-iphone/issues/detail?id=751
looks like the new iPad OS somehow broke the fix though - I'm now seeing glitches on the left edge. Issue has already been re-opened, just heads-up for anyone else struggling with this.
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