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736
General ENIGMA / Re: Help wanted - Please help me test a fix to ENIGMA's font problem
« on: June 03, 2014, 02:33:38 pm »
Great information there thanks EgoFree.
So far good news.
BTW the rounding 1000 is out of the question now, I've done more tests with my new projects and it screws up completely the scrolling background.
What about trying in Linux with the same NVIDIA driver revision (337.88) if possible (if it's out even).
I too had weird results from one driver to another.
But it's good to see the tiny offset did not have a negative impact on anybody so far and good to see I am not the only one with this issue.
So far good news.
BTW the rounding 1000 is out of the question now, I've done more tests with my new projects and it screws up completely the scrolling background.
What about trying in Linux with the same NVIDIA driver revision (337.88) if possible (if it's out even).
I too had weird results from one driver to another.
But it's good to see the tiny offset did not have a negative impact on anybody so far and good to see I am not the only one with this issue.
737
General ENIGMA / Re: Help wanted - Please help me test a fix to ENIGMA's font problem
« on: June 03, 2014, 07:59:50 am »For me it's the same.
Which is strange, since my card has the ability to come up with some strange artifacts for some games.
I have a ATI Radeon HD 4570 (an old mobile GPU) on Windows 7 x64.
Thanks, could you be more specific ? Are you seeing the equivalent of image 1 (bad display) or image 2 (good display) - Also the scrolling background, is it displayed properly ? no flickering or lines, etc ?
Also, do you see what I mean by the offset issue also?
What I mean is the digits appear to be in pairs. So, the spacing isn't even (which possibly relates to the original issue, maybe).
BTW, I am running Win 7 (x64), NVidia driver version? Not sure, whatever the latest are (I am on iPad ATM so can't check).
Yes it's more visible without fix applied (when 1's are displayed poorly). With fix, yes I can see the pairs issue, but this is not an issue. Don't forget my screen res was 800x600, game size 640x480 and all this gets upscaled, also the display is window so so it's shrunk (some pixels get removed) - I've tested this extensively, whenever using a game resolution = to monitor resolution you won't see this issue as much and when on native resolution, none. So this is why I am focusing strictly on the artifacts for now, since the other issue is not an ENIGMA issue at all and a normal side effect of scaling / monitor resolution that I can reproduce with any game or demo with text that is running in window mode or not in 1:1 with monitor resolution. NO worries there.
Thanks.
738
General ENIGMA / Re: Help wanted - Please help me test a fix to ENIGMA's font problem
« on: June 03, 2014, 02:09:02 am »Yep, works as advertised
Toggles between the two images.
Thanks mate......... That's good news.
Now I would like to see the results of other people as well. TO make sure I cover as many different system configs.
Also you forgot to mention some details,
system OS, GPU model/type, drivers,etc.
That would be very helpful.
Thanks.
@TKG @Harri if you could please test that one for me and let me know if you get the same results as Lone and myself.
@Robert despite your complete refusal to want to fix this using this method, please run this and let me know if this displays well for you when you press 1 to enable FIX, and you have no scrolling glitch.
@anybody else active on this forum, the more feedback on this the better. Right now it is established that Robert has an AMD card.....I have NVIDIA and Lone has NVIDIA. I would really like to see some results also for AMD cards and other types.
739
General ENIGMA / Re: Help wanted - Please help me test a fix to ENIGMA's font problem
« on: June 03, 2014, 01:19:41 am »With your exe I am seeing what you have in image 1.
Ok, but please follow the steps outlined in the post
and the instructions on screen.
Press 1 to enable FIX. You should see the 1's display correctly. (At least that is what happens here).
Press 0 to disable the FIX it should revert back to what you were seeing at the time you ran the EXE.
When you press 1 tell me if you see the equivalent of image 2.
(don't press 1 on the numerical keypad, but 1 on the keyboard (above the Q)
740
General ENIGMA / Re: Help wanted - Please help me test a fix to ENIGMA's font problem
« on: June 03, 2014, 12:53:52 am »
Here is the EXE
https://www.dropbox.com/s/y0sdvfuxfv89nqo/TextAndScrollTesting.exe
This is compiled from the EGM source posted above as an attachment and is there just for reference.
Also This anomaly concerns OpenGL. DX9 does not have this font anomaly and requires no fix.
You don't need to modify any CPP obviously if you are running the EXE.
Thank you.
https://www.dropbox.com/s/y0sdvfuxfv89nqo/TextAndScrollTesting.exe
This is compiled from the EGM source posted above as an attachment and is there just for reference.
Also This anomaly concerns OpenGL. DX9 does not have this font anomaly and requires no fix.
You don't need to modify any CPP obviously if you are running the EXE.
Thank you.
741
General ENIGMA / Re: Help wanted - Please help me test a fix to ENIGMA's font problem
« on: June 03, 2014, 12:43:08 am »
*** Source EGM removed for the time being as the current source has previous offsets that were not working for everyone ***
742
General ENIGMA / Phase 1/2 - Help wanted - Please help me test a fix to ENIGMA's font problem
« on: June 03, 2014, 12:36:52 am »
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:
d3d_set_projection_ortho(0.01,0,room_width,room_height,0)
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
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 ......
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:
d3d_set_projection_ortho(0.01,0,room_width,room_height,0)
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
743
Issues Help Desk / Re: Fonts display glitch / Borders / Scrolling glitches
« on: June 03, 2014, 12:09:23 am »I already did. This issue is texture paging for different graphics drivers. The issue is in the OpenGL sampler, for Direct3D the issue is in the projection/viewport. The only solution appears to be to round all texture coordinates to the nearest thousandth, but that is no solution.
The only solution I can think of is adding padding options to font packing and then later texture paging. Since fonts are the only texture paging done by ENIGMA currently. The only problem is then in the future if users want to manually create texture pages they will also have to pad their shit.
We are not going to fix OGL by manipulating the project like we did with Direct3D because the two issues are inherently different.
How can this be ? I tested the shit on many systems with different drivers, different hardware and all had the 1:1 identical visuals. So far this seems to be an issue for NVIDIA users so what, are you telling all NVIDIA users to just fuck off and wait for an official fix whenever that will happen if at all OR offer a solution as temporary as it may be that works for all
I knew from the damn beginning this was a temporary fix, I would not have wasted my bloody time otherwise had I known offsets would not be accepted as even a temporary solution, why the fuck then did I go through all this ? if you never had intentions of using it !
Then you gave me new rounding tricks, which I tried, worked for me but not fully for other font types.
If the .01 offset works out for NVIDIA and AMD users as ugly as the fix might seem to an ENIGMA developer perspective, then we shouldn't even have this conversation, the whole idea is that things get displayed properly to both NVIDIA and AMD users and beyond.......this is not a coding competition or engine competition, so why all this fuss By all means this would not win any competition that's for sure
I will try some more rounding manipulations and that's it.......if that does not work I will use what works for myself and everyone else. I'm not a fucking C++ coder so I can't fix ENIGMA myself, so I got to use alternatives, and those seem to work for everyone I asked so far.
and ego, the add font from sprite thing requires a font sprite, these are not made from thin air, it means I have to convert a font to a sprite strip and use that in the function. I already have the software for that (SpriteFont2), but why should I do that anyway, it's more work, when I could use fonts directly, with a fix that works for everyone !
Also somehow I did not get that to work despite my font sprite sheet being ok. Also by using fonts directly I can tweak them from the IDE, whereas with the add from sprite I have to change the font sprite sheet each time.......so many detours - defeats the purpose of having a fonts system! Also you mention it as "fixing my problem" when you know that we are many here having the same issue?
Also the 1000 rounding trick does not work with my latest project, it completely screws up the scrolling, and everything. the 0.01 works across the board and seems the best hack so far. Also the font add sprite is broken in ENIGMA, tried that already nothing gets displayed, I have the proper sprite fonts png.
744
Issues Help Desk / Re: Fonts display glitch / Borders / Scrolling glitches
« on: June 02, 2014, 11:49:55 pm »
Read my PM for some other strange stuff.
Also I am uploading something in a bit.
Also I am uploading something in a bit.
745
Developing ENIGMA / Re: High Frequency Mouse Capture
« on: June 02, 2014, 10:33:22 pm »I tend to agree with beowolf on this one, we don't need more things broken.
This should be made into a quote used on site
746
Issues Help Desk / Re: Fonts display glitch / Borders / Scrolling glitches
« on: June 02, 2014, 09:36:35 pm »
Without defining the color do you see white text or black ?
747
Issues Help Desk / Re: Fonts display glitch / Borders / Scrolling glitches
« on: June 02, 2014, 08:56:47 pm »This issue will become more lucid in the future when texture paging is added because individual subimages of a sprite will be tightly packaged together. The only quick fix I can think of is adding padding between the font characters.
Will that cause any other problems / visual anomalies ?
BTW did you read my previous posts in this topic ? I tried every suggestion, the ones with xoff and yoff floats rendered nothing, meaning no text displayed at all, only the last 2 sets of xoff yoff displayed garbled characters. The mixture of ceil /floor also got no good results.
748
Issues Help Desk / Re: Fonts display glitch / Borders / Scrolling glitches
« on: June 02, 2014, 08:48:09 pm »
No not blaming you at all Robert, that's what forums are for, I posted the topic and it's up to others confirming themselves if they too have the issue, however you did mention on several occasions that everyone complained when offsets was used and so it gave me the impression that the problem was on my end.
I'll take the whole blame for not waiting until I get enough replies from people before wasting my time !
Before I do anymore testing I will make a new test project that covers everything in one product and upload it for everyone interested (lol every 4 users using ENIGMA), and tell me who is having the issues.
Lonewolf, why does your text render black ?
or did you change colours ?
BTW you are not running windows, could this have anything to do?
as to sprite fonts why the hell should I do that, ? Aren't fonts used as sprites already internally?
That would be double to have to convert fonts I need to bitmap and back to font........ I shouldn't have to do that it's a pain in the arse that method. because each time I want to modify something I have to regenerate a new font sprite strip and add the strip to a font index, etc, whereas with the font system I simply change font properties inside the IDE.
I'll take the whole blame for not waiting until I get enough replies from people before wasting my time !
Before I do anymore testing I will make a new test project that covers everything in one product and upload it for everyone interested (lol every 4 users using ENIGMA), and tell me who is having the issues.
Lonewolf, why does your text render black ?
or did you change colours ?
BTW you are not running windows, could this have anything to do?
as to sprite fonts why the hell should I do that, ? Aren't fonts used as sprites already internally?
That would be double to have to convert fonts I need to bitmap and back to font........ I shouldn't have to do that it's a pain in the arse that method. because each time I want to modify something I have to regenerate a new font sprite strip and add the strip to a font index, etc, whereas with the font system I simply change font properties inside the IDE.
749
Issues Help Desk / Re: Fonts display glitch / Borders / Scrolling glitches
« on: June 02, 2014, 06:28:54 pm »My test was just with the default 640 x 480 window
Your screen resolution was set to what?
When running my tests just for principles I test under every screen resolution down from 800x600 up to native, which in my case is 1920x1080 (FullHD).
750
Issues Help Desk / Re: Fonts display glitch / Borders / Scrolling glitches
« on: June 02, 2014, 06:26:18 pm »
Alright this is getting ridiculous.
I will make a new topic, I will upload ONE project and one alone and would appreciate if as many people run this one project and test it under exactly the same conditions as I am, so that we all can be on the same length. If people are using different resolutions, sizes, etc, it's not too accurate ....
As far as I'm concerned the problem is reproduced 100% with identical visual flaws on different systems I tested it on, that have completely different hardware.
And again I seem to have to repeat 1000000 times already - The only issue I am having is with fonts not displaying right as I posted in the screen shot, the 1111111111 is just an example, I see those lines and dots, etc on other letters fonts, sizes, etc. THAT'S IT, I have no other issues, not with sprites, not with parts, only fucking fonts!!!!!!
If worse comes to worse I will just compile my project with whatever setting works for me and tough fucking luck for the rest....... Thanks to those who posted and confirmed they too saw what I saw seeing, I'm not crazy! (YET but getting there!).
Thanks Robert for the initial suggestions, the round 1000 thing worked and the min 14px + AA1 makes it fully functional on all fonts and sizes I tried. Since the real root of the problem might be difficult to fix and requiring a rewrite or time nobody has, why not just use this if it works for everyone !?!?!?
-----------------------------------------
I will make a new topic, I will upload ONE project and one alone and would appreciate if as many people run this one project and test it under exactly the same conditions as I am, so that we all can be on the same length. If people are using different resolutions, sizes, etc, it's not too accurate ....
As far as I'm concerned the problem is reproduced 100% with identical visual flaws on different systems I tested it on, that have completely different hardware.
And again I seem to have to repeat 1000000 times already - The only issue I am having is with fonts not displaying right as I posted in the screen shot, the 1111111111 is just an example, I see those lines and dots, etc on other letters fonts, sizes, etc. THAT'S IT, I have no other issues, not with sprites, not with parts, only fucking fonts!!!!!!
If worse comes to worse I will just compile my project with whatever setting works for me and tough fucking luck for the rest....... Thanks to those who posted and confirmed they too saw what I saw seeing, I'm not crazy! (YET but getting there!).
Thanks Robert for the initial suggestions, the round 1000 thing worked and the min 14px + AA1 makes it fully functional on all fonts and sizes I tried. Since the real root of the problem might be difficult to fix and requiring a rewrite or time nobody has, why not just use this if it works for everyone !?!?!?
-----------------------------------------