Mike, what version of Corona are you building with?
What devices are you seeing this happen on? What operating system is on them?
Does it black screen right away?
Are you seeing any errors on the console log?
Rob
Mike, what version of Corona are you building with?
What devices are you seeing this happen on? What operating system is on them?
Does it black screen right away?
Are you seeing any errors on the console log?
Rob
Problem solved…I thought this was that black screen problem but it was a missing image problem – developer error :(
Hi,
Not sure if this is related or not but I am using 2100 (no access to daily builds) on a brand new Galaxy Tab 3 (http://www.jawal123.com/1818097643/en-us/Samsung-SM-T210-Galaxy-Tab-3-7.0-WiFi). I have a couple of instances of a scroll view and into this I will load multiple display groups. Each display group will have some images and some text with in it. The text displays fine but the images do not show?! The images do still respond to touch events assigned to them though.
I’ve tried changing the alpha and transitioning the alpha (after creation) but nothing makes the images visible.
Is this the same problem and if so when will this be fixed in a public release as this is a published app?
Thanks
Adrian
Hi Adrian,
This may seem like a dumb question, but how are the images responding to touch if they aren’t showing up? Do they show up in the Simulator? Are you applying masks to them or filter effects that aren’t compatible on Android? We’ll probably need a more descriptive sense of exactly what these images are and what has been done to them, if anything.
Thanks,
Brent
Hi Brett
It works on a Galaxy s2, s3 and s4 and works in the simulator just fine. The code below will be called once per level and the display group it returns inserted into a scroll view so the player can scroll through the levels. It should be self-explanatory really. All I see displayed on the Galaxy tab is the two text objects. The background image and the stars do not get drawn.
I also get the same thing on another scroll view that uses a mask (that one loads in pictures from Facebook, the players name and current score. Again it is only the text that is displayed.
function drawLevelTile( index,x,y ) local star = 0 local drawX = x \* (\_W /4) - 40 local drawY = y \* 100 - 40 tiles[index] = display.newGroup() --have we done this level? if gameStats.levelScores[index] and index \<= gameStats.maxLevel then local tile = display.newImageRect(levelSelectSheet, 2, 60, 60) tile.x,tile.y = drawX, drawY tile.index = index --add level local levelNumberBackground = display.newText( index, drawX , drawY - 0, gameFont, 26 ) levelNumberBackground:setFillColor(0, 0, 0, 0.5) local levelNumber = display.newText( index, drawX - 2, drawY - 2, gameFont, 26 ) levelNumber:setFillColor(1, 1, 1) tiles[index]:insert( tile ) tiles[index]:insert( levelNumberBackground ) tiles[index]:insert( levelNumber ) tiles[index].drawX, tiles[index].drawY = drawX, drawY tile:addEventListener("touch", selectLevel) --add stars? if string.lower(gameStats.levelScores[index].star) == "gold" then star = 3 elseif string.lower(gameStats.levelScores[index].star) == "silver" then star = 2 elseif string.lower(gameStats.levelScores[index].star) == "bronze" then star = 1 else star = 0 end local starScale = 0.28 if star \>= 1 then --add bronze Star local bronzeStar = display.newImageRect(starsSpriteSheet, 1, 86, 83) bronzeStar.x,bronzeStar.y = drawX - 23, drawY + 33 bronzeStar.xScale,bronzeStar.yScale = starScale, starScale bronzeStar.rotation = 35 tiles[index]:insert( bronzeStar ) end if star \>= 2 then --add silver Star local silverStar = display.newImageRect(starsSpriteSheet, 2, 86, 83) silverStar.x,silverStar.y = drawX, drawY + 43 silverStar.xScale,silverStar.yScale = starScale, starScale tiles[index]:insert( silverStar ) end if star == 3 then --add gold Star local goldStar = display.newImageRect(starsSpriteSheet, 3, 86, 83) goldStar.x,goldStar.y = drawX + 22, drawY + 33 goldStar.rotation = -35 goldStar.xScale,goldStar.yScale = starScale, starScale tiles[index]:insert( goldStar ) end tiles[index].unlocked = true levelsGroup:insert( tiles[index] ) else tile = display.newImageRect(levelSelectSheet, 1, 60, 60) tile.x,tile.y = drawX, drawY tile.alpha = 0.6 tiles[index]:insert(tile) tiles[index].unlocked = false tiles[index].drawX, tiles[index].drawY = drawX, drawY local levelNumberBackground = display.newText( index, drawX , drawY - 2, gameFont, 18 ) levelNumberBackground:setFillColor(0.5, 0.5, 0.5, 0.5) levelNumberBackground.alpha = 0.7 levelNumberBackground.blendMode = "screen" tiles[index]:insert( levelNumberBackground ) levelsGroup:insert( tiles[index] ) end return tiles[index] end
Please see the two attached screen shots - both taken on the current (published) build this evening
http://www.spheregamestudios.com/corona/galaxytab3.png and http://www.spheregamestudios.com/corona/galaxys4.png.
Hope you can shed some light on what might be causing it only on that device?
Thanks
Adrian
Hi Adrian,
This is a long shot, but what is your config setup? You’re using dynamic image selection, but do you have the image sheets set up correctly? I assume the tablet’s screen size is larger than that of the phones, even by a tiny amount, and maybe you don’t have the scaling/suffix setup in place… just a guess, since that may be why essentially none of the images are showing up on the tablet.
Brent
Yes dynamic but the tablet is much lower resolution. Tablet is 1024x600 and mobile is 1920x1080. It works fine on a 10" galaxy tab 3 just not the 7" one. No errors in adb and normal and @2x assets are in root folder. Android would crash if the graphics were missing anyway. I am using letterbox scaling and filling in the blanks. Although on that screen I an just oversizing the background to fit all resolutions.
Is the issue with the 2100 build? I’ve seen some other threads about that build and graphics 2 having issues?
Brett,
I’ve done a little test and can confirm the issue is definitely with Corona and that device. I tried the scroll view sample and added the following to the end of main.lua
local image = display.newImage(“Icon-xxhdpi.png”, 144,144)
image.x, image.y = 100, 100
scrollView:insert( image )
The icon is not visible on the tablet but is on every other device.
Is there a later build I can try to see if the problem has been resolved? I am only a starter so have no access to daily builds, although I do think bug fixes should be available to all subscribers.
Thanks
Adrian
Are your numbers and background in a different image sheet than your circles? What size is your image sheet? What is your device’s max texture size??
You are not seeing the “Tegra black screen isssue” or you would have a black screen and nothing showing. This of course shouldn’t be confused by black screens because the app has errors either. But in this case you are getting some images, so I’m leaning towards the texture size being an issue.
Rob
Hi Rob, I get the issue with the corona sample app (the ui\scroll view) by just adding one of the genetic corona icons in the same folder.
Please see my last post. So it has nothing to do with my app or assets. Which makes me think it is a corona/device issue?
Hi,
I have a Basic subscription and I want to build for Android with Graphics 2.0. Public build 2100 has this bug with Tegra 2 chipset… Does it mean that I have no chance to build for Android correctly at the moment? Did I miss something somewhere?
Thanks.
No, you are correct. You can still code using the Graphics 2.0 engine, but when you build for release, you will need to use the next public build. Which sounds like they are trying to get released soon.
@adrianm do you by any chance have a Mask on the scrollView? Some devices have masking limits.
Rob
@ Rob: Does Coronalabs have a list of devices not compatible with recent public build (2100), please?
@Rob, I thought that but one scroll view did and the other didn’t. In the end I solved it by removing the scroll views and coding my own. Not exactly ideal though but at least it now works on all devices. Any schedule on the next public release?
@petrsvar, as far as I know, it is anything with the Nvidia Tegra 2 chipset.
From what I recall, the first big devices that came out with were the Motorola Xoom and the original Samsung Galaxy Tab 10.1. I am sure there are others.
I’ve heard from Engineering and they don’t think it’s masking. Graphics 2.0 supports more levels of masking than G1.0 did. There was a daily build bug for a few builds after the the last public build that had a related issue, but that’s sense been solved. @adrianm, since you are listed as a basic subscriber, then you are using a public build. Are you using 2076 or 2100?
Rob
I’m using 2100
The black screen problem is still happening periodically on Android device. When will a final fix be available for this issue?
Mike, what version of Corona are you building with?
What devices are you seeing this happen on? What operating system is on them?
Does it black screen right away?
Are you seeing any errors on the console log?
Rob