@hnim, thanks but I'm using iOS and XCode (well, actually, JetBrains AppCode). I followed your suggestion and I've had a look and I can't see a way to easily filter the logs.
Could you wrap the normal print function and capture messages that contain the fps messages (for testing purposes)? Maybe something like:
local _print =printprint=function(message)ifnotstring.find(message, "fps:")then
_print(message)endend
This of course assumes all the messages are formatted similarly, otherwise I guess if you made all your messages have similar format, you could filter the print messages to only show yours?
@atilim is there any easy way to print size of texture memory via lua? We are working with graphically heavy game to the point that we need to easily print texture memory.
ps: i know in mac we could see current texture memory with opening gideros player via terminal, but on windows?
@bowerandy I've extended the log system so that inside plugins you can set the log level, turn on/off and print your logs. @Nascode I've added Application:getTextureMemoryUsage() function
@atilim, I notice that calling glog_setLevel() with anything other than GLOG_VERBOSE seems to get rid of all Lua print() messages. Is that what is intended to happen? I would have thought that any level below GLOG_INFO should show the prints?
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Best regards
https://sites.google.com/site/xraystudiogame
@zvardin redefining Lua's print function doesn't help here because log messages are printed directly to the console.
is there any easy way to print size of texture memory via lua? We are working with graphically heavy game to the point that we need to easily print texture memory.
ps: i know in mac we could see current texture memory with opening gideros player via terminal, but on windows?
http://www.nightspade.com
@Nascode I've added Application:getTextureMemoryUsage() function
http://www.nightspade.com
Best regards
https://sites.google.com/site/xraystudiogame
best regards
best regards