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Messages - Goombert

1336
A screenshot would help, do you know why? Pictures speak a billion words.


Quote from: Darkstar2
None of the suggestions worked.
You didn't even add the round function where I told you to, this is the third time now.

Quote from: Darkstar2
You might be chasing the wrong problem.
I can only tell you what works on my hardware, I can't tell you what doesn't work on your hardware.

1337
Yes, they work the same as GM8.1, you have to switch to another room and then back again.

1338
Yes of course it is an ENIGMA bug when you've encountered it in Studio as well. It's not, it's an OpenGL and Direct3D issue, the same issue occurs in Unity3D if you try to use regular textures for 2D, only UnityGUI and certain extensions account for half pixel, otherwise you have to account for it yourself.

See for yourself.
https://www.google.com/#q=unity3d+half+pixel

At any rate, there was a real simple fix I told you to try that would almost certainly work.

Round up or down x and y on the following line. Also try rounding up or down and offsetting by 0.5,0.5 and various values. This makes the rounding consistent on all hardware.
https://github.com/enigma-dev/enigma-dev/blob/master/ENIGMAsystem/SHELL/Graphics_Systems/OpenGL1/GLModelStruct.h#L260

1339
Issues Help Desk / Re: Problems with multiple views
« on: May 26, 2014, 05:17:52 pm »
egofree, we call swap buffers in screen_refresh, which I believe is defined in bridges. Anyway, yes that is exactly what I said the problem was.

Quote from: RobertBColton
Probably something to do with not flipping the backbuffer, most likely an easy fix.
By that I meant, of course, SwapBuffers() or screen_refresh() whatever the fuck you want to call it.

1340
Uhm, yah, my drivers are up to date, I just bought this computer. Second, I don't think updating your drivers should have had any effect on floating point rounding, that's something that is somewhat built into the graphics card.

At any rate, try not offsetting at all, and try 0.5,0.5. And also, I told you. I don't know how Unity3D solves this either.

You can also try rounding up or down x and y on the following line. Also try rounding up or down and offsetting by 0.5,0.5
https://github.com/enigma-dev/enigma-dev/blob/master/ENIGMAsystem/SHELL/Graphics_Systems/OpenGL1/GLModelStruct.h#L260

1341
From what I understand egofree, instance activation/deactivation was broke somewhat before I touched anything too, I'll take a look at it when I have time, I'm aware I need to work out some of the kinks in that.

1342
Issues Help Desk / Re: Font rendering is broken again ! (updated)
« on: May 26, 2014, 05:22:24 am »
Tried that already Harri, I get the following results, notice the 1px border on the left and top as a result of shifting my geometry because the black rectangle fades over the scrolling background.



Harri if those final tests he does do not work, we won't have a set of values that works for both of us. What do you think about rounding up in the Vertex2D function of ModelStruct? That way we emulate the same consistent behavior, i'd prefer not to do it in the vertex shader also because we can't control which vertices are 2D that way.

1343
Is inheritance involved?

1344
Issues Help Desk / Re: Font rendering is broken again ! (updated)
« on: May 26, 2014, 04:56:47 am »
It's not bigger than we think, it's the fact Nvidia takes a vertex that is at (0.5, 0.5) and will draw it at 1,1 and AMD will draw it at 0,0

Also, you can't offset the model view matrix unless your handle transformations completely on your own, the model view matrix is the product of the model and view matrices respectively.

At any rate, just test those remaining values I gave you and let me know.

1345
Issues Help Desk / Re: Font rendering is broken again ! (updated)
« on: May 26, 2014, 02:25:05 am »
Quote
Will do and how do I pass the second set of value (model view) ?
......you mean you weren't passing the second set to model view?

Listen, when I say the following.
0.6,0.6 and 0.4,0.4

I mean 0.6,0.6 goes on this line for the projection
https://github.com/enigma-dev/enigma-dev/blob/master/ENIGMAsystem/SHELL/Graphics_Systems/OpenGL1/GLmatrix.cpp#L111
And I mean 0.4,0.4 goes on this line for the model view matrix.
https://github.com/enigma-dev/enigma-dev/blob/master/ENIGMAsystem/SHELL/Graphics_Systems/OpenGL1/GLmatrix.cpp#L128

That is why I had you trying the opposites as well, you'll have to go back and retest all of them again.

There is one other solution, and that is to round up all 2D vertices that are passed to the ModelStruct. That would make the rounding the same for everyone's graphics hardware, in GL3 it could be done in the vertex shader, this solution would also work for Direct3D. Probably better not to do in the vertex shader though, if we just do it when the vertex is added then it is done one time and one time only.

1346
Proposals / Re: Easy Cross-compiling?
« on: May 26, 2014, 01:29:39 am »
Because he is a resident troll  (Y)

1347
Issues Help Desk / Re: Font rendering is broken again ! (updated)
« on: May 26, 2014, 01:28:53 am »
Uh yeah, just pass the offsets to d3d_set_projection ortho.

Anyway, I only have a few more that work for me.
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

Try themtomorrow. The only way this would not be an issue is we could use the one that works when not in fs and do real fullscreen then the display resolution would 1v1 with the game resolution and one of those would work in both cases.

1348
Issues Help Desk / Re: Font rendering is broken again ! (updated)
« on: May 26, 2014, 12:55:14 am »
How the hell are you criticizing my card? Mine is the one that draws everything fine with no offset, yours is the one that can't round.

At any rate, we're still fucked, we need a magic number that works perfect for both of us.

Try this one.
0.125,0.125 and 0.125,0.125

1349
Proposals / Re: Easy Cross-compiling?
« on: May 25, 2014, 11:54:57 pm »
It worked before edsquare, I'm just postulating that it may have broken.

1350
Issues Help Desk / Re: Linux GMFormatException
« on: May 25, 2014, 11:54:17 pm »
Yes, but since LGM does not load GMZ, you'll have to extract it first using 7zip.