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181
General ENIGMA / Re: SwapBuffers Issue
« on: May 27, 2013, 12:23:35 pm »
Anyway read through what I put. Specifically, check if "enable desktop composition" is definitely set for you..
182
General ENIGMA / Re: SwapBuffers Issue
« on: May 27, 2013, 12:22:31 pm »
You can still commit to the repo yourself Deus XD
183
General ENIGMA / Re: SwapBuffers Issue
« on: May 27, 2013, 11:22:53 am »
A separate bug I've just noticed with this raytracer is the rending is completely messed up in fullscreen mode. It's just coming out at these weird squares.
184
General ENIGMA / Re: SwapBuffers Issue
« on: May 27, 2013, 10:46:20 am »
I'm trying to find information about it through Google and post what I find here.
Quote
DWM's rendering of the screen is double-buffered. However, if it grabs your buffer between erasing and painting... it's going to show up as a visible artefact. So you still need to double buffer. The double buffering occurs on the desktop (i.e. it draws the next desktop view completely and then flips), not on the off-screen buffers that each window is drawn to.
Quote
Windows 7 uses Desktop Window Manager in a different way than Vista, however, and if you disable Aero applications can't take advantage of the double buffering and resulting vertical sync improvements that DWM offers. So you actually are causing worse playback when you think you are turning off what appears to be a resource hog! Many IT pros routinely set up systems with all the pretty user interface options turned off for that very reason.
Quote
What All This Means for the OpenGL Developer
GDI compatibility notes
GDI usage over 3D accelerated regions is incompatible with Windows Aero, so developers have two options:
Disable Windows Aero
Do not use GDI on top of OpenGL rendering.
Windows Vista introduces the new pixelformat flag PFD_SUPPORT_COMPOSITION (defined in the Driver Development Kit's wingdi.h as 0x00008000). Creating an OpenGL context for a pixelformat without this flag will disable composition for the duration of the process which created the context. The flag is mutually exclusive with PFD_SUPPORT_GDI.
If a developer must use GDI on top of an OpenGL context, use the following rules:
Create an OpenGL context using a pixelformat with GDI support (PFD_SUPPORT_GDI flag set). As this flag is mutually exclusive with PFD_SUPPORT_COMPOSITION, this will disable Aero for the lifetime of the current process.
Don't use BeginPaint/EndPaint outside the WM_PAINT message handling.
As on Windows XP, use the API synchronization calls whenever necessary: GdiFlush to synchronize GDI with OpenGL rendering and glFinish for the converse.
185
General ENIGMA / Re: SwapBuffers Issue
« on: May 27, 2013, 10:22:15 am »
More specifically it's the "enable desktop composition" effect that needs to be turned on in System -> Advanced -> Performance -> Effects. You can only turn it on when aero is set on though.
Information About
The desktop composition visual experience feature, introduced since Vista, fundamentally changed the way applications display pixels on the screen. When desktop composition is enabled, individual windows no longer draw directly to the screen or primary display device as they did in previous versions of Windows. Instead, their drawing is redirected to off-screen surfaces in video memory, which are then rendered into a desktop image and presented on the display.
Desktop composition is performed by the Desktop Window Manager Session Manager (DWM) service. Through desktop composition, DWM enables visual effects on the desktop as well as various Aero features such as thumbnail previews, Aero themes, glass window frames (transparency), 3-D window transition animations, Windows Flip and Windows Flip3D, and high resolution support.
This will show you how to enable or disable Desktop Composition using different options in Windows 7 and Vista.
Information About
The desktop composition visual experience feature, introduced since Vista, fundamentally changed the way applications display pixels on the screen. When desktop composition is enabled, individual windows no longer draw directly to the screen or primary display device as they did in previous versions of Windows. Instead, their drawing is redirected to off-screen surfaces in video memory, which are then rendered into a desktop image and presented on the display.
Desktop composition is performed by the Desktop Window Manager Session Manager (DWM) service. Through desktop composition, DWM enables visual effects on the desktop as well as various Aero features such as thumbnail previews, Aero themes, glass window frames (transparency), 3-D window transition animations, Windows Flip and Windows Flip3D, and high resolution support.
This will show you how to enable or disable Desktop Composition using different options in Windows 7 and Vista.
186
General ENIGMA / Re: SwapBuffers Issue
« on: May 27, 2013, 09:36:50 am »
Well try uncomment set_synchronization back in. You will need to add the GL header back in that was removed .. look in the file history of Windowsstd.cpp.
187
General ENIGMA / Re: SwapBuffers Issue
« on: May 27, 2013, 09:05:38 am »
Maybe it's related to your 60fps stuff?
188
General ENIGMA / Re: SwapBuffers Issue
« on: May 27, 2013, 08:43:43 am »
Yeah but it gives an indication of where the problem lies. It also shows that ENIGMA might well not actually be set-up incorrectly.
Maybe try turning Aero off? See if that changes anything for you?
Maybe try turning Aero off? See if that changes anything for you?
189
General ENIGMA / Re: SwapBuffers Issue
« on: May 27, 2013, 07:28:45 am »
Ha ha ha ha ha ha ha
ha
ha
ha ha ha ha.
OK Josh is gonna love this one. I got the screen_refresh back working for me!! I knew I wasn't crazy and it worked properly before. And here's how I did it:
I turned Windows Vista Aero back on!
Turning it off (which I did a few months ago) is apparently what fucked it. Even though it probably shouldn't have seemed likely I just had this sudden flash of realization that, that was what caused it to stop working for me. So yeah erm, I guess we should sort of figure out wtf's going on with aero and double buffering.
ha
ha
ha ha ha ha.
OK Josh is gonna love this one. I got the screen_refresh back working for me!! I knew I wasn't crazy and it worked properly before. And here's how I did it:
I turned Windows Vista Aero back on!
Turning it off (which I did a few months ago) is apparently what fucked it. Even though it probably shouldn't have seemed likely I just had this sudden flash of realization that, that was what caused it to stop working for me. So yeah erm, I guess we should sort of figure out wtf's going on with aero and double buffering.
191
General ENIGMA / Re: SwapBuffers Issue
« on: May 27, 2013, 06:32:56 am »I have tried it, it just draws everything immediately which doesn't look good and isn't GM compatible either. It's not swapping any buffers so it's not going to experience any of the problems we're having with this.QuoteAs for single buffering, yes that's going to work but it looks terrible as the drawing is done automatically."That's going work" means you haven't tried it.
I'm not sure what's wrong but this source might be doing it right: https://github.com/vanfanel/SDL12-kms-dispmanx/blob/master/src/video/wincommon/SDL_wingl.c ie we should be setting wglChoosePixelFormatARB for WGL .
I've also seen PFD_SWAP_EXCHANGE and PFD_SWAP_COPY that can be used with WGL not sure if copy might be needed?
But I don't really know what I'm doing with any of this so you probably shouldn't expect me to be the one that fixes anything.
193
Issues Help Desk / Re: Odd Sprite drawing issue
« on: May 27, 2013, 04:10:29 am »
This was fixed.
194
General ENIGMA / Re: SwapBuffers Issue
« on: May 27, 2013, 03:57:33 am »
I'm not sure how to swap to triple buffering? Wouldn't you need a fbo? I read this:
http://www.opengl.org/wiki/Swap_Interval
In any case I don't think triple buffering would resolve it. Since it will be swapping the buffers the same.
As for single buffering, yes that's going to work but it looks terrible as the drawing is done automatically.
I'm not sure if the double buffering is set-up correctly or not, and if not how to make it correct. I read something about WGL_DOUBLE_BUFFER_ARB not sure if we should be using that or how to use it?
EDIT: This source here: https://github.com/vanfanel/SDL12-kms-dispmanx/blob/master/src/video/wincommon/SDL_wingl.c seems to be doing shit with it for the pixel format crap.
http://www.opengl.org/wiki/Swap_Interval
In any case I don't think triple buffering would resolve it. Since it will be swapping the buffers the same.
As for single buffering, yes that's going to work but it looks terrible as the drawing is done automatically.
I'm not sure if the double buffering is set-up correctly or not, and if not how to make it correct. I read something about WGL_DOUBLE_BUFFER_ARB not sure if we should be using that or how to use it?
EDIT: This source here: https://github.com/vanfanel/SDL12-kms-dispmanx/blob/master/src/video/wincommon/SDL_wingl.c seems to be doing shit with it for the pixel format crap.
195
General ENIGMA / Re: Website and IRC Problems Version Control Could Fix
« on: May 26, 2013, 03:51:02 pm »
I want a way of knowing if somebody makes a comment on a game I posted at the EDC.