I have a seamless room transition system that currently works perfectly on Game Maker 8.1. However, with ENIGMA, I get a fast (but noticeable) screen blink when the character passes the transition point.
I suspected this was related to the graphics API, so I tried changing the default. None of the alternatives worked correctly (unrelated to the blink issue from before):
DirectX 11: the game compiles, but I just get a black screen. Nothing seems to be rendered.
DirectX 9: objects appear normally, as do things drawn by them, but the backgrounds disappeared.
OpenGL 3.3: objects appear normally but backgrounds are completely glitched. It drew parts of it randomly on the screen.
Tested on Windows 7, running a Nvidia graphics card from 2012. If there is any more information I can provide on the issues, please ask.
background_alpha, so it shouldn't be using regular image alpha). I don't have any clue what might be wrong from just this bug.
I have not used
background_alpha, nor anything that should change the "background". Actually I meant tilesets before, not backgrounbs, sorry for that.
I just made a quick test: opened a new game, added a tile set, drew some stuff on the screen and ran the game compiled with DX9. Nothing appears.
Same room with OpenGL 3.3:
Same room with DX11:
There are no objects running in this game and the room has no code. Just a barebones room and a few tile sets. With OpenGL 1.1, the tilesets do appear:
If theres anything else, please ask.
Okay. Are you suggesting that tilesets are completely broken? I guess I never use tilesets myself, so I shouldn't be incredibly surprised, but I mean, holy shit. Why haven't we heard about this before?
@RobertBColton Do you have any free cycles to look at this? This seems up your alley. I haven't budgeted the mental energy to figure out why an entire system in ENIGMA is completely busted.
Thanks for the quick answer. If there is anything else I can test, I'll be here.
It looks like nobody/me ever moved the tile drawing stuff to general graphics, even though it could have been well implemented that way. Thus each system reimplements the functions but it looks like I didn't even do that for Direct3D 9. D3D11 should not work because I couldn't even get it to draw a triangle, the code was a WIP, it can only clear background color right now is all it does.