Update June 8 2014
Please refer to this topic which is up to date:http://enigma-dev.org/forums/index.php?topic=2022.0
Ok I decided to open a new topic so in case you were not following, this is concerning issue here:http://enigma-dev.org/forums/index.php?topic=1976.0
I would like this topic to be strictly for testing of a project I am submitting, the rest can be discussed there. For some strange reason I am having issues with fonts rendering, and apparently now some other people too. Somehow neither official developers of ENIGMA want to implement a temporary fix to the problem for whatever reason, even though we all know this is only a temporary fix. Since the devs have clearly have no more time to devote for major fixing of ENIGMA and this issue won't be fixed in any short term, I see nothing wrong in patching things temporarily, but first I am submitting this test project for everyone interested to test, I would kindly appreciate as many people taking part in this, because if it works well for all I see no reason why not implement this for the time being until an official fix is found, in 10 years, 20 years, or 100 years.
Regardless if the official devs give a shite anymore or care, I DO...... in worst cases if they refuse to implement the changes, I will do them on my own inside my game, I don't need their approval or permission for that and it is my right to code the game I want.......
Meanwhile I tested the following fix on 3 different systems, including a very recent build I am using. Each system I tested it on has drastically different hardware and drivers / and different GPUs and drivers and all exhibit the same visual anomalies.
Here's what I would like ......
I have submitted an attached EGM file, please run it using OPENGL1.1. The EGM project is already set to default OGL1.
The EGM is there just for reference, please run the EXE, this will avoid any modifications to the CPP just in case. You will see a screen with instructions and 15 lines of 11111111111's shifted 1px each line
along with a scrolling background.
By default it is using no fix. Press 1 to apply fix, press 0 to disable fix. (don't use numerical pad).
On my end, when I press 1 the 111's display properly.
when I press 0 they don't.
Picture below shows what I am seeing (the problem) without fix.
Picture below now shows fix applied
This is the desired result you want to see.
If using the EGM, please DO NOT CHANGE anything in my code, I would like everyone to test this unmodified as to not create a bias !1) Press 1 to enable FIX
2) Please report back if the 1's are displayed like the 2nd image (correctly)
2b) Note any scrolling anomalies in the background image below text. This fix should NOT have any effect on scrolling. Please watch for any flickering vertical lines on the scrolling background and report them.
3) Include your graphic card model (AMD, NVIDIA, etc) brand and model, and driver version, and OS.
I've already tested this on many systems and it works with fix on.
Appreciate your help. If this fix works for every one testing this, I will go ahead and apply this fix internally in my projects, this way ENIGMA won't have to be modified in any way, and even if it does, 0.01 offset won't break anything !!!!
The FIX in question is this line:
in draw event. I don't care to hear if this is a disgusting fix or what not, if any of the devs have a better idea they can let me know, I've followed all their requests and tested all they have asked already.
The recent pull request to remove recent offsets from ENIGMA was not yet merged, so if you have updated ENIGMA you might have offsets present in your source which will bias the results.
Before running this test please make sure your
GLMatrix.cpp, GL3Matrix.cpp, and GL3ModelStruct.h
do not include any previous fixes that was applied during last merge.
Here are the 3 files https://github.com/enigma-dev/enigma-dev/pull/736/files
IN red you will see the code you should remove
if present on these files and save. I would like to avoid any bias and everyone test with the same version of ENIGMA's source.
P.S. The changing of CPP only applies if you are using my EGM and compiling - this does not apply if you are running the EXE.
If you don't feel comfortable or know how to edit the CPP files, then use the EXE version which is compiled from the correct source code.
Please ignore any blurriness you might notice in the images, this is caused by resizing - the display is razor sharp and crisp originally. Ignore any unusual spacing as well, this is result of monitor upscaling.
Thank you very much for your help.
All these changes are opposed by the developers, yet all of them claim they have no time or obligation to fix anything, so whatever, I will take care of this shit once and for all and do so from inside my project, this way everyone is happy. Who are they kidding ? the real issue will require more work and time they don't bloody have so are we going to trail with this problem until it gets fixed in God knows when or are we going to apply a temporary fix that works for all until it gets addressed officially ?
Source project EGM is attached, otherwise compiled EXE is linked here (recommended)
The EGM is just for reference in case someone dares claim I am making it up or rigging. The EXE is a direct compile from this very EGM.
EXE here: https://www.dropbox.com/s/y0sdvfuxfv89nqo/TextAndScrollTesting.exe