DebugStop() in texture.monkey About Monkey 2 › Forums › Monkey 2 Development › DebugStop() in texture.monkey Tagged: DebugStop This topic contains 2 replies, has 3 voices, and was last updated by Mark Sibly 1 year, 2 months ago. Viewing 3 posts - 1 through 3 (of 3 total) Author Posts February 14, 2018 at 10:06 am #13629 Henry1975Participant Hey there! Since the last update from GitHub, my game is doing a debug stop when calling an App.RequestRender() and canvas.Clear. This is caused by a DebugStop() call in modules/mojo/graphics/texture.monkey: Monkey #rem monkeydoc @hidden #end Method Modified( r:Recti ) If _managed DebugStop() glReadPixels( r.X,r.Y,r.Width,r.Height,GL_RGBA,GL_UNSIGNED_BYTE,_managed.PixelPtr( r.X,r.Y ) ) Endif If _flags & TextureFlags.Mipmap _dirty|=Dirty.Mipmaps End 1234567891011 #rem monkeydoc @hidden#endMethod Modified( r:Recti ) If _managed DebugStop() glReadPixels( r.X,r.Y,r.Width,r.Height,GL_RGBA,GL_UNSIGNED_BYTE,_managed.PixelPtr( r.X,r.Y ) ) Endif If _flags & TextureFlags.Mipmap _dirty|=Dirty.MipmapsEnd My code hasn’t changed and never did this stop before. Any ideas why this is happening? Yours, Henry 0 February 14, 2018 at 8:52 pm #13635 JesseParticipant It seems Mark forgot to remove the debug stop when testing. post the issue In GitHub. I am sure he’ll fix that as soon as he can. 0 February 14, 2018 at 10:46 pm #13639 Mark SiblyKeymaster Oops, yeah, there’s a bunch of debugging crap in my last commit – sorry, will clean up ASAP! 0 Author Posts Viewing 3 posts - 1 through 3 (of 3 total) You must be logged in to reply to this topic.