Mac Web Player: Fix input in full screen mode.Older Versions Of Chrome For Mac 10.5.8 The Google Chrome application icon should now show as normal. If you are well connected, then consider updating your Google Chrome. Download Mac OS X Mountain Lion 10.8 ISO and DMG Image The Mac OS X Mountain DMG. While insecure versions of Firefox will continue to work on OS X 10.8 and earlier, using an up-to-date version of Firefox on a supported version of Mac OS will provide you with the best and safest. Note: If you have Mac OS X 10.7 (Lion) or 10.6 (Snow Leopard), you will need to download OS X El Capitan before you can upgrade to the latest Mac OS.It can be modified to run as patrix and user3439894 described in their answers. Mac Web Player: Fix installers to work with default security settings on Mac OS X 10.8 Mountain LionChrome 52 is the last version of Chrome compatible with OS X Mountain Lion. Note: While the current latest version of Google Chrome (.94) is running fine for me under OS X Mountain Lion 10.8.5, this does't mean that future versions will.
Latest Version Of Chrome 10.8.5 Upgrade To TheEditor: Fixed dependency on X11 of pvr texture tool. Editor: Windows now draw correctly when fullscreen on OSX 10.8 Mountain Lion Now you can change AA or DisplayBuffer bitness at runtime even if post-effects are used. Android: Fixed gl context-recreation. Android: Script debugging yields/coroutines could sometimes cause a crash - this has been fixed. Android: Fixed black screen on Kindle when accessing Quick Settings. ![]() MonoDevelop: Fixed cursor display on Mac Retina displays. Mobile: fixed broken lighting when dynamically batching uniformly scaled meshes. Mac Web Player: Fix focus handling when browser window loses focus. iOS: Updated iPad2 detection to handle newly released one. iOS: SystemInfo.deviceUniqueIdentifier no longer uses deprecated UIDevice.uniqueIdentifier. Photo eraser for mac reviewDue to this, logic behind Apply was changed too. Now, if you do call it during Update (or, generally, not during rendering frame) to grab the copy of the screen, the call will be deferred to the end of the current frame. Mobile: We changed the way Texture2D.ReadPixels works. Added Mesh.colors32 for faster and less memory consuming way of setting colors for procedural meshes. Substance: Substances with bitmap inputs were not regenerating correctly. Script: Fixed crash when calling material.GetFloat(null). The easiest way is to use coroutines with yield in between ReadPixels and your operations plus Apply. if you grab screen copy, and do something with it, and call Apply after that: you need to defer all this to the next frame. if you just grab screen copy and call Apply, you are good to go: both calls will be deferred to the end of the frame ![]()
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