anthony.liot Posted December 9, 2013 Share Posted December 9, 2013 Hi, I want to call the splash screen function during different update, I have my world with different step for the initialization, and my update are calling the different step in the order. It's a basicFSA (finite state machine) I wand for each state increase my splash screen render for have a progress. During the first state I do : engine.render.setEnabled(0); engine.splash.setSplash(texname); // show startup splash engine.splash.setEnabled(1); engine.splash.renderSplash(0); During the inter state i do : engine.splash.renderSplash(val); During the last state i do : engine.splash.setEnabled(0); engine.render.setEnabled(1); Unfortunately my splash seems block everything, if I call engine.splash.setEnabled(0); after each splash function call there are flicking. Must be a simple stuff, but it's blocking me a little.I already have my own splash with WidgetSprite but I think it's better use the functionality of the engine if it's possible ;)ThanksTony Link to comment
silent Posted December 17, 2013 Share Posted December 17, 2013 Hi Anthony, I'm afraid engine.splash functions designed to be used only in init(), not in update(), sorry. However, if you can provide us simple test scene for reproduction we will try to find out what really happend here. Thanks! How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
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