Why 3.0 new Android Profiler the newly created project Graphics will be so high? Initially thought that the project had a problem, until I created a new project, which is why?
Thank you all for helping me
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I already finished an app, this is a big app that contained multiple parts. Now I want to create a very light version of this app.
Of course I can create a new project and just copy the codes from the the original version to the new one.
But I think, if there is a bug in the original version, then I should debug it in the both version, which is not that cool.
Is there any way, maybe using a new target in the original app project, that I can use the same module of the original app in the light version?
I mean, if I use a new target in my old project, I can send it to App store as a completely different app.
I´m starting using cocos2D. In the init function of the helloworld class, I,m trying to create a CCMoveTo object but I can not, it does not find it.
Thanks for the help.
I assume you are either using the latest version of cocos2d and created your project via SpriteBuilder or you are using an older version of cocos2d and created your project via an Xcode template. If so...
If you are using the latest version of cocos2d, but are using learning materials that are older, then things have changed a little. For move actions try using:
CCActionMoveTo
CCActionMoveBy
So I've recently successfully installed Cocos3D on my computer and I am able to create new "iOS" projects in xCode using the Cocos3D starter template. However, I currently don't need to start a new project. I just need to be able to integrate Cocos3D into an existing "iOS" project I am developing, the reason mostly being that the app for the most part will be a "typical" iOS app but only a handful of views/view controllers need to be able to handle 3D graphics.
So does anybody here know an easy way to do this or can point me in the direction of an (easy to follow) tutorial?
This will become much easier after the next release of Cocos3D in the next few weeks.
But for now, have a look at the CC3DemoMultiScene demo app. It shows you how to integrate Cocos3D into an app that uses Storyboards.
That demo also shows how to release all caches and completely shut down OpenGL ES in between displaying scenes. You may or may not want to take it that far.
I have faced a bug using CorePlot on iOS5. I have installed Mercurial, launched Terminal and downloaded the latest version of the source using this command
hg clone https://code.google.com/p/core-plot/
I have compiled a new library and have copied over with the files from the CorePlotHeaders folder that came with the source. I have cleaned my project and reinstalled the app.
However, I'm still facing a problem typical to this
What might I be doing wrong?
maybe you can use an early version of core plot and wait fix unless you really need new features of 1.2. I have used 1.0 with iOS5. It's good enough for most senario I need.
I am trying to make the particle system example given in the book OpenGL ES programming guide to compile in iOS 6 but I don't seem to be able to make it work. For reference here is the web site of the book:
http://www.opengles-book.com/
The code can be downloaded from Google Code, see instructions below:
http://code.google.com/p/opengles-book-samples/wiki/Instructions
The code is in chapter 13.
Has anyone came across this and were able to make it work in iOS 6? I had made some modifications but still no joy.
Follow these steps:
Open "Common.xcodeproj" located in "/opengles-book-samples/iPhone/Common/"
Select to build for device or simulator and build.
After Build Succeeded close the Common.xcodeproj.
Open Finder and from the menu Go>Go to Folder... type without quotes "~/Library/Developer/Xcode/DerivedData/" and find the folder called "Common-bkoronpjvpvwbxgdgxbwiukcqwaz" inside folder go to : /Build/Products/ and copy "libCommon.a" to ParticleSystem project.
Build&Run particle example.
That's it. :)
Good luck.