enabling the console breaks the build



  • Hi, It's been a while since I've used hxp and now I am having a really weird problem when trying to enable the console with Console.enable() breaks the build.

    Any ideas?

    :0: 2018-05-18 21:44:51 AssetCache.hx: 52: INF: loading texture graphic
    s/debug/console_logo.png into cache global
    :0: 2018-05-18 21:44:51 Shader.hx: 104: INF: Shader #1 initialized
    :0: 2018-05-18 21:44:51 AssetCache.hx: 52: INF: loading texture font/mo
    nofonto.png into cache global
    :0: 2018-05-18 21:44:51 AssetCache.hx: 52: INF: loading texture graphic
    s/debug/button.png into cache global
    :0: 2018-05-18 21:44:51 AssetCache.hx: 52: INF: loading texture graphic
    s/debug/console_visible.png into cache global
    :0: 2018-05-18 21:44:51 AssetCache.hx: 52: INF: loading texture graphic
    s/debug/console_pause.png into cache global
    :0: 2018-05-18 21:44:51 AssetCache.hx: 52: INF: loading texture graphic
    s/debug/console_step.png into cache global
    :0: 2018-05-18 21:44:51 AssetCache.hx: 52: INF: loading texture graphic
    s/debug/console_drawcall_add.png into cache global
    :0: 2018-05-18 21:44:51 AssetCache.hx: 52: INF: loading texture graphic
    s/debug/console_drawcall_all.png into cache global
    :0: 2018-05-18 21:44:51 Engine.hx: 257: DBG: ending scene: haxepunk.
    Scene
    :0: 2018-05-18 21:44:51 Engine.hx: 264: DBG: starting scene: MainSce
    ne
    :0: 2018-05-18 21:44:51 AssetCache.hx: 242: DBG: enabled asset cache Mai
    nScene
    :0: 2018-05-18 21:44:51 Shader.hx: 104: INF: Shader #2 initialized
    :0: 2018-05-18 21:44:51 Shader.hx: 104: INF: Shader #3 initialized
    Called from openfl.utils.Endian.Endian_Impl::$statics line 1
    Called from ApplicationMain::main line 84
    Called from ApplicationMain::create line 116
    Called from lime.app.Application::exec line 269
    Called from lime._backend.native.NativeApplication::exec line 160
    Called from lime._backend.native.NativeApplication::handleRenderEvent line 453
    Called from lime.app._Event_Void_Void::dispatch line 101
    Called from openfl.display.Stage::addRenderer line 330
    Called from openfl.display.Stage::render line 970
    Called from openfl.display.OpenGLRenderer::__render line 752
    Called from openfl.display.DisplayObjectContainer::__renderGL line 828
    Called from openfl.display.DisplayObjectContainer::__renderGL line 828
    Called from openfl.display.DisplayObjectContainer::__renderGL line 828
    Called from openfl.display.OpenGLView::__renderGL line 208
    Called from haxepunk._internal.FlashApp::onStage line 71
    Called from haxepunk.Engine::onRender line 183
    Called from haxepunk.graphics.hardware.HardwareRenderer::render line 135
    Called from haxepunk.graphics.hardware.opengl.GLUtils::bindTexture line 11
    Called from haxepunk.graphics.hardware.opengl.GLInternal::bindTexture line 16
    Uncaught exception - Invalid field access : gl
    AL lib: (EE) alc_cleanup: 1 device not closed


  • administrators

    Looks like an incompatibility with a specific Lime/OpenFL version. What versions of HaxePunk/OpenFL/Lime are you using?



  • haxelib's list result:

    actuate: [1.8.7]
    box2d: [1.2.3]
    HaxePunk: [4.0.1]
    hxcpp: [3.4.188]
    layout: [1.2.1]
    lime-samples: [6.2.0]
    lime: [6.3.1]
    nme: [6.0.58]
    openfl-samples: [6.0.0]
    openfl: 8.1.0 [8.1.1]
    uglifyjs: [0.0.6]



  • This post is deleted!


  • Fixed by using the dev branch, but still if somebody uses the master branch and latest versions of lime and openfl and then can't figure it out could lead to them just giving up on trying hxp.


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