Flashbuilder setup for iPad, strange proportions. Anybody got a working setup?

Software: Away3D 4.x

3dNewb, Sr. Member
Posted: 04 March 2012 04:59 PM   Total Posts: 105

The weirdest thing happens when trying to set up a iPad project.

Result in Flash Builder: http://imgur.com/8m5KI

If you look at the screenshot, you can see a weirdly shaped viewport, way out of proportion.

Any thoughts? 

<?xml version="1.0" encoding="utf-8"?>
<s:View xmlns:fx="http://ns.adobe.com/mxml/2009" 
  
xmlns:s="library://ns.adobe.com/flex/spark" title="HomeView" xmlns:mx="library://ns.adobe.com/flex/mx" backgroundAlpha="0"
  
actionBarVisible="false">
 
 
 <
fx:Script>
  <!
[CDATA[
   import away3d
.containers.View3D;
   
   
import com.eclecticdesignstudio.motion.Actuate;
   
   
   public var 
view3d:View3D;
   
   public function 
ASTest():void
   { 
    
    Actuate
.timer(1).onComplete(initDebugView);    
   
}   
   
   
public function initDebugView():void{
    
    view3d 
= new View3D();
    
view3d.backgroundColor 0;
    
    
view3d.width =  768
    view3d
.height =1024
    
    view3d
.= -200;
    
view3d.= -200;
    
    
comp.addChild(view3d); 
    
   
}
     
   
protected function comp_enterFrameHandler(event:Event):void
   {
    
if(!view3d) return;
    
view3d.render();
    
   
}
   
  ]]
>
 </
fx:Script>

 <
mx:UIComponent id="comp" width="1024" height="768" addedToStage="ASTest()" enterFrame="comp_enterFrameHandler(event)"/>
 
</
s:View
   

3dNewb, Sr. Member
Posted: 04 March 2012 06:30 PM   Total Posts: 105   [ # 1 ]

Same happens for a non-flex, but standard ActionScript Mobile project

package
{
 import away3d
.containers.View3D;
 
 
import flash.display.Sprite;
 
import flash.events.Event;
 
 public class 
AMobileTest1 extends Sprite
 {
  
  
public var view:View3D;
  
  public function 
AMobileTest1()
  
{
   super
();
   
   
view = new View3D();   
   
view.backgroundColor 0xFF0000;
   
view.width 1024;
   
view.height 768;
   
   
addChild(view);
   
   
addEventListener(Event.ENTER_FRAMEenterFrameHandler,false,0,true);
   
 
  
}
  
  
  
private function enterFrameHandler($e:Event):void{
   
if(!view) return;
   
trace('render');
   
view.render();
  
}
  
 }
   

jeffrey9700, Newbie
Posted: 15 March 2012 02:36 PM   Total Posts: 14   [ # 2 ]

I’m having the same issue. It happens when you set the application to fullscreen. Do not know of any fix. Is there a solution?

   

3dNewb, Sr. Member
Posted: 15 March 2012 02:57 PM   Total Posts: 105   [ # 3 ]

I think the adapted DPI settings for mobile testing are throwing off the GPU. If you run it on iPAD it works just fine. At least, in my expierence.

   

jeffrey9700, Newbie
Posted: 15 March 2012 03:55 PM   Total Posts: 14   [ # 4 ]

Thanks, it does render properly on the Ipad.

   
   

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