Cauê
I used a lot of casts in the patch, are they efficient, or did you
replace with better?
Cheers
;j
On 7 Nov 2010, at 20:18, Cauê Waneck wrote:
Hey Justin!
I've applied all the patches! Thanks for that. I've now rebuilt all
swfs, and they are jsut fine now in 2.06. But I don't think I will
change the code to support flash namespaces. Flash namespaces are
slower than the way haXe does it, and we don't have to rely on
untyped code (so it's safer this way). Also requiring to run an
injector after build is also messy by itself.
Thanks!
Caue
2010/11/7 [email protected] <[email protected]>
Cauê and Michael
Re: Namespace injection.
For the moment to get the namespace changes working I had to add
lots of untyped (Franco told me it would allow the compiler to skip
checking on the privates accessing so it seemed a quick temporary
fix till a better approach was found), but I have commented where
these were added by putting comments in the xml injection file. I
am sure there is a better solution but Jan was not around for me to
pick his mind and the IRC channel seemed quiet or atleast no one
smart was offering ideas.
I know the injection file is doing something because it throws a
runtime error, so I had to comment some of the namespace out, (but I
was not using Sprite3D)...
<class name="away3dlite.sprites.Sprite3D">
<member name="index" ns="arcane"/>
<!--member name="indices" ns="arcane"/-->
<!--<member name="uvtData" ns="arcane"/>-->
</class>
as it was having problems in Renderer, line 217
_triangles = new GraphicsTrianglePath();
_ind = _triangles.indices = new Vector<Int>();
_vert = _triangles.vertices = new Vector<Float>();
_uvt = _triangles.uvtData = new Vector<Float>();
it complained about trying to create arcane on GraphicsTrianglePath
so maybe the namespace injection code needs more work??
Now the trouble is that the code that I have now modified works fine
without the injection or the arcane class!!!... so I am really
questioning if away3dlite haXe version even needs namespaces...
surely its an overhead that is just unnecessary from my naive
perspective?
Anyway the proposed away3dlite haxe code with the injection xml file
I have uploaded to...
http://www.justinfront.net/away/away3dlite.zip
Jan Flanders injection file I have uploaded
http://www.justinfront.net/away/namespaceInjector.n.zip
Sorry they are zips, but I figured I am noisy enough for you to know
and trust me :), well I know Rob (I always ask him silly questions
at LPUG :) ) and Cauê is also on my fb.
For injection you need to add this line in your hxml compile file
like so...
-cmd neko namespaceInjector away3dlite/inject.xml main.swf
new_main.swf
The injection code Jan has made is super smart but I guess this is
the biggest test and we may need to decompile some exampes to check
its working fully as we expect.
Note while I have been testing with a fairly complex awaylite
example which threw up loads of compile errors initially there could
be classes in away3dlite haxe that still need mods for others
specific projects to work correctly, ie happy to try and help test
it more if we establish this is the right direction, and also decide
what to do about the untyped. My feeling is that the haXe version
should move towards not using namespaces, but if it does need
namespace maybe injection is a better approach then simulated
namespace.
If the haxe community are concentrating on just away rather than
sandy, I would like to see hsl or similar and bsp collision make it
into the haxe build, I am sure that could be implemented on the
current version while Caue works on molehill, well I need bsp
collision anyway.
Cheers
;j