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24 lines
1.7 KiB
Plaintext
24 lines
1.7 KiB
Plaintext
# Android issues
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- if you try to "Debug JS Remotely" it will throw an error, unlike the iOS implementation that "recover" this state.
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- there is a flash/blink issue. Maybe related to that onDrawFrame gets called even if there is nothing to draw. See for instance example 'blurmapdyn': I have 2+ fbos, only the "final" fbo is supposed to run, but rendering seems to alternate them producing a blink between the normal fbo and the "utility" fbo :o
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- black opacity rendered from a shader does not work as espected (iOS works). See for instance example diamondcrop.
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# Highest Priority
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- Improve overall performance: Pretty bad in Simulator, not that great on device. in Release mode, it's much better, but I still feel it's not the best. Profile and investigate what's slow. Might be good to also have some way to measure things, show FPS.
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– `animated` example needs to be as smooth as used to be gl-react-native v2. we're close.
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- Bug: something is wrong on supporting many views at same time: `hearts` cookbook example renders black and make the app unresponsive. That example renders a list of GLViews, Not sure what happens. no crash tho. On Android it's working a bit better, but also crash after some scrolls.
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- `colorscale` example breaks on iOS. it's not even crashing the app \o/ . works fine in Android.
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- `demodesertcrt` example breaks too.
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- expose a requestGLFrame that will allows the webgl impl to "slow down" the renderer if it can't follow.
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# Medium Priority
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- improve DX: errors should appear clearly. things should be loggable (cookbook should have debug panel !)
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# Low Priority
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support things like View snapshotting, Webcam, Video,... These will go in independent features (I mean, after the initial release)
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