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Lucid, Member
Posted: 22 March 2012 10:26 AM Total Posts: 93
I have several AIR 3.2 / Away3D 4 projects that work just fine on Android. (great in fact) However, every application I install on iOS just yields a white screen. I’ve seen this issue mentioned in other posts but I’ve not yet seen a solution.
I’ve tried a number of things, such as setting the depthAndStencil value to true & false, etc. Nothing appears to work.
I am using:
Flash Builder 4.6
Away3D 4.0 beta
AIR 3.2
Thoughts?
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artpluscode, Newbie
Posted: 22 March 2012 02:09 PM Total Posts: 8
[ # 1 ]
<renderMode]]>direct</renderMode>
<depthAndStencil>true</depthAndStencil>
in the application descriptor
Make sure -swf-version=15 is set in compiler arguments
When loading the scene into a spark.components.View component remember to set the View’s backgroundAlpha = 0 or if using spark.components.Application as your main app set that backgroundAlpha = 0
works for me.
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Lucid, Member
Posted: 22 March 2012 05:13 PM Total Posts: 93
[ # 2 ]
The following DOES NOT work on iOS: (iPad 2)
- Flash Builder 4.6
- AIR 3.2 SDK
- backgroundAlpha=“0” (Flex s:Application)
- -swf-version=15 (compiler argument)
- <renderMode>direct</renderMode>
- <depthAndStencil>true</depthAndStencil> (false does not work either)
- <requestedDisplayResolution>high</requestedDisplayResolution>
- <fullScreen>false</fullScreen> (true does not work either)
Note: The application works fine on Android.
**To clarify, even with all these settings, the application on iOS yields only a white screen.
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artpluscode, Newbie
Posted: 22 March 2012 05:32 PM Total Posts: 8
[ # 3 ]
One thing I noticed when I was getting this to work - and it is working here with exactly the same setup you have - is that the Event.ENTER_FRAME event wasn’t firing correctly. You might want to check that in debug mode if you can or put a textfield on stage and trace into it. The only solution I found - and this is weird - was to call view.render() immediately after creating my scene. So I have something like this:
initView();
initLights();
initCamController();
initListeners();
initScene();
_view3D.render();
It’s odd because there should be no way this would affect ENTER_FRAME events - but it worked for me..
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Lucid, Member
Posted: 22 March 2012 05:53 PM Total Posts: 93
[ # 4 ]
I’ll give that a shot and see if it works.
This sounds like a somewhat serious bug - especially if you’re targeting iOS.
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Lucid, Member
Posted: 22 March 2012 06:08 PM Total Posts: 93
[ # 5 ]
YES, this appears to be the solution.
I put a single view.render() line right after I added it to the mx:UIComponent. The issue does, in fact, appear to be the enter frame event.
So, for all you folks like me who’ve had this white screen on iOS, this is the answer. I think the Away3D folks should pay attention to this as well.
Thanks artpluscode.
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dunhill, Newbie
Posted: 21 June 2013 11:57 AM Total Posts: 1
[ # 6 ]
I can’t find the way to fix it, I am having the same problem and use any possible solution but still no luck. My friends that is working at http://www.kekacase.com/designer-cases/kate-knight.html told me to check the configuration properly but still the same.
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Poline, Newbie
Posted: 29 October 2014 10:54 AM Total Posts: 1
[ # 7 ]
artpluscode - 22 March 2012 05:32 PM One thing I noticed when I was getting this to work - and it is working here with exactly the same setup you have - is that the Event.ENTER_FRAME event wasn’t firing correctly. You might want to check that in debug mode if you can or put a textfield on stage and trace into it. The only solution I found - and this is weird - was to call view.render() immediately after creating my scene. So I have something like this:
initView();
initLights();
initCamController();
initListeners();
initScene();
_view3D.render();
It’s odd because there should be no way this would affect ENTER_FRAME events - but it worked for me..
This solution worked for me too. I’m a junior developer at mobile app development company usa and we applied this solution to several IOS apps we built.
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