Fixing android timing issues, and cpu usage on desktop. Must investigate full frame speed (not limited) as build tools always pass in a default value. Also including newer android java code from nme
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@@ -244,7 +244,6 @@ class Main {
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if (GL.getShaderParameter (shader, GL.COMPILE_STATUS) == 0) {
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trace (GL.getShaderInfoLog (shader));
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return null;
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}
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@@ -11,13 +11,14 @@
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<app main="Main" path="bin" file="lime_example_simple" />
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<window
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width="960"
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height="640"
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width="854"
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height="480"
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orientation="landscape"
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fps="60"
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background="0x161616"
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require_shaders="true"
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depth-buffer="true"
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fps="60"
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vsync="false"
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stencil-buffer="true"
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resizable="true"
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hardware="true"
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@@ -27,6 +27,9 @@ class Main {
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private var red_value : Float = 1.0;
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private var red_direction : Int = 1;
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var end_dt : Float = 0.016;
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var dt : Float = 0.016;
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public function new() { }
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public function ready( _lime : LiME ) {
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@@ -42,8 +45,11 @@ class Main {
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//Called each frame by lime for logic (called before render)
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public function update() {
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dt = haxe.Timer.stamp() - end_dt;
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end_dt = haxe.Timer.stamp();
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//an awful magic number to change the value slowly
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red_value += red_direction * 0.005;
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red_value += (red_direction * 0.3) * dt;
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if(red_value >= 1) {
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red_value = 1;
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@@ -53,6 +59,8 @@ class Main {
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red_direction = -red_direction;
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}
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// Sys.println(dt);
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}
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//Called by lime
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@@ -91,8 +99,8 @@ class Main {
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GL.clear( GL.COLOR_BUFFER_BIT | GL.DEPTH_BUFFER_BIT );
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//Work out the middle of the viewport
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var positionX = lib.config.width / 2;
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var positionY = lib.config.height / 2;
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var positionX = (lib.config.width / 2) * (red_value*2);
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var positionY = (lib.config.height / 2) * (red_value*2);
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//Create the projection and modelview matrices
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var projectionMatrix = Matrix3D.createOrtho (0, lib.config.width, lib.config.height, 0, 1000, -1000);
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@@ -112,6 +120,7 @@ class Main {
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//And finally, Draw the vertices with the applied shaders and view
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GL.drawArrays (GL.TRIANGLE_STRIP, 0, 4);
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}
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