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everchanging's Issues

Render problem

@Doctoror Can you help me somehow?
If you set the screen resolution to 240*320, you can notice artifacts of the display of objects. It is clearly visible on the "Dandelions". I understand what this is about, but I can't find a solution to how it can be improved.
render_problem

This problem occurs in the function of converting vector graphics to a raster texture here
When the vector graphics line is very thin and the resolution of the bitmap texture is not enough.
It should be drawn based on the pixels of the outer contour of the line. But it draws based on the internal pixels of the contour.

Should this wallpaper change background throughout the day?

Hi!
Thank you for these awesome wallpapers!
Should this wallpaper change background throughout the day? After installation, I even saw two eyes once. But now it’s just a green background and flying dandelion seeds. All permits have been allowed. I reinstalled it twice.
Android 13, OnePlus Ace 2 Pro.

Supplied proguard configuration does not exist

When I try to build with inifyEnabled true I get

> Task :app:minifyDebugWithR8
Supplied proguard configuration does not exist: .../app/proguard-rules.pro

This is because your proguard-rules.pro was never committed.
I can add mine with empty config but I don't know if you had any custom rules defined there so I wanted to ask first.
Or you can add and merge it yourself.

Black screen when trying to render background on some devices (Fatal signal 11 (SIGSEGV))

Hi!

The device

Sony XQ-BC72
QUALCOMM build: c263890aed, Ifb496a9c37
Build Date:     06/27/22
Build Config:   S P 10.0.7 AArch64
Driver Path:    /vendor/lib64/egl/libGLESv2_adreno.so
PFP:            0x016dc094, ME: 0x00000000

When I try to render I get

A  Fatal signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 0x70075afc70 in tid 28997 (GLThread 1800), pid 28924 (at.everchanging)
A  Cmdline: com.scrat.everchanging
A  pid: 28924, tid: 28997, name: GLThread 1800  >>> com.scrat.everchanging <<<
A        #07 pc 000000000003f100  [anon:dalvik-classes2.dex extracted in memory from /data/app/~~bdhHeSDYieLqtU565lKmGQ==/com.scrat.everchanging-MczkO5bpeeNQrC8JVIcwUQ==/base.apk!classes2.dex] (com.scrat.everchanging.Scene.render+0)
A        #12 pc 000000000000370c  [anon:dalvik-classes2.dex extracted in memory from /data/app/~~bdhHeSDYieLqtU565lKmGQ==/com.scrat.everchanging-MczkO5bpeeNQrC8JVIcwUQ==/base.apk!classes2.dex] (com.scrat.everchanging.BackgroundScene.render+0)
A        #17 pc 0000000000024228  [anon:dalvik-classes2.dex extracted in memory from /data/app/~~bdhHeSDYieLqtU565lKmGQ==/com.scrat.everchanging-MczkO5bpeeNQrC8JVIcwUQ==/base.apk!classes2.dex] (com.scrat.everchanging.EverchangingRender.render+0)
A        #22 pc 0000000000023e98  [anon:dalvik-classes2.dex extracted in memory from /data/app/~~bdhHeSDYieLqtU565lKmGQ==/com.scrat.everchanging-MczkO5bpeeNQrC8JVIcwUQ==/base.apk!classes2.dex] (com.scrat.everchanging.EverchangingRender.onDrawFrame+0)
---------------------------- PROCESS ENDED (28924) for package com.scrat.everchanging ----------------------------

What fixes the crash is disabling glUniform1i:

//GLES20.glUniform1i (object.mTexture, GLES20.GL_TEXTURE0);

At Scene.java:L44

20 FPS instead of 40

Sometimes an animation made at 40 frames per second starts playing at 20 frames per second. The reason was not found

Expensive operation Calendar.getInstance is called on every frame

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