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Messages - Goombert

We already know egofree, we aren't handling lost/reset devices properly, it has been this way for some time. I also just posted about it in the new guys topic.

Yeah I am getting kind of curious of the texture matrix as well Harri, the only thing is, trying to map those fuckers directly to pixels that are properly rounded.

Also, and I can't stress it enough, he's comparing the behavior of ENIGMA after updating his drivers ex post facto to old graphics demos he's run in the past without testing a single other application. Including Studio which has also demonstrated blurry text and odd rendering artifacts for him.

Also, no need to get emotional. We appreciate your testing and it is slowly getting us on the right track. It's just that we need to properly fix it, and doing it trough "magic" isn't something we want to do. And the fact that we cannot replicate the problem also hurts us. So we already determined that it's not just the AMD/NVIDIA issue, as I have Nvidia, Robert has ATI and none of us can replicate these problems.
Yes, but also, I have AMD, ATI is defunct.

Quote from: Darkstar2
Is this really related to a rounding issue, I don't think so, because the rounding alone or rounding + offset trick as suggested and tried (Yes I did do it and yes as shown) did not have ANY effect on anything.
But it was behaving as everyone expected before you updated your drivers. And yes the issue is ultimately rounding to get the pixels to transform to half-pixels, whether you do it in your game or in the source files, it is still a transformation.

I think you are fundamentally missing the real problem here.

We've also been following the suggestions by none other than, that's right, Microsoft who know more about OpenGL and their own graphics API Direct3D than all of us combined.

Slow down, you're getting yourself mixed up.

Take a closer look at the clear_view function, do you see anything wrong with what you are suggesting? clear_view only uses x and y one time, when calling the ortho function, so it should make no difference translating it there or in the ortho function.

For a better understanding of the issue, vector graphics which is what OpenGL and Direct3D are, like things to be half-pixel aligned to be sharp.

By offsetting our projection we offset every pixel by that much, it is a cheap way of solving the issue. The driver anomalies come into play because Nvidia drivers may round the pixel up or down, and AMD drivers may do the opposite.

Issues Help Desk / Re: Linux GMFormatException
« on: May 27, 2014, 11:50:04 pm »
Ok I have fixed it and now managed to successfully load the project on XLIB.

You can obtain the fixed LGM by downloading and replacing it manually from the extra packages page or by running python

This was the commit where I made the reader convert file paths to be UNIX compatible.

All I can say is I was lying, I can not tell you if I was being negligent or not. You have to keep your eyes focused quite a bit to notice the scrolling glitch.

At any rate no it has nothing to do with buffers of any sort, just tell me which of those values I just listed work.

Issues Help Desk / Re: Linux GMFormatException
« on: May 27, 2014, 10:56:59 pm »
Luckily for you I am able to reproduce it in my virtual machine, there appears to be some issue with loading GMX on Linux.

It is specifically occurring while loading Global Game Settings. More specifically when loading the ICO file because GMX does not use Unix compatible file paths. And I can not make LGM write them that way because Studio's IDE can't handle UNIX file paths. So I will need to make it convert the file paths to UNIX when reading binary files.

I never said it worked for me, you can quote me on it.

Quote from: RobertBColton
Try each of these combinations and report the behavior:
0.25,0.25 and 0.125,0.125
0.125,0.125 and 0.25,0.25
0.375,0.375 and 0.375,0.375
0.125,0.125 and 0.375,0.375
0.25,0.25 and 0.375,0.375
0.375,0.375 and 0.25,0.25
0.375,0.375 and 0.125,0.125

Once you tell me which ones work for you we can choose one of them that works for me too, and we'll go with it.

I said once you tell me which ones work for you, I would test those and pick one that works for me as well. In my next consecutive post I listed only the ones that worked for me.

No those do not work for me and exhibit the scrolling artifacts.

These work for me, please try these ones:
0.375,0.375 and 0.175,0.175
0.175,0.175 and 0.375,0.375
0.1875,0.1875 and 0.1875,0.1875

0.175,0.175 and 0.175,0.175
0.275,0.275 and 0.175,0.175
0.175,0.175 and 0.275,0.275
0.6,0.6 and 0.4,0.4
0.4,0.4 and 0.6,0.6

Issues Help Desk / Re: >:( objects nowhere to be seen
« on: May 27, 2014, 10:19:26 am »
Create a new empty game, 1 object, add a sprite and assign it to the object, add a create event with the code show_message("hello world"); place that object in a room then run the game.

Tell me if you a) see the object and b) see the message.

Or you can also provide me with an example GMK that doesn't work as you expect it to.

Issues Help Desk / Re: Linux GMFormatException
« on: May 27, 2014, 06:47:20 am »
Wow, I am stumped honestly edsquare, you have the latest LGM and it opens fine for me. I will have to go over and test Linux when I can to make sure it loads for me there as well.

I've also double checked the hash on the packages repo is correct, and it is.

Thank you Harri.

The interpolation I was already aware of, having interpolation on for fonts may be desired in some cases as well, and can be simply solved by adding padding parameters to any font functions. However, yes, I wish we did have the texture paging implemented, but I am afraid to do it.

Issues Help Desk / Re: >:( objects nowhere to be seen
« on: May 27, 2014, 06:43:01 am »
I don't understand, are you saying the objects in the room are simply not visible? Try placing one with a show_message.