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Goombert
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Reply #1 Posted on: May 23, 2014, 06:47:39 pm |
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Location: Cappuccino, CA Joined: Jan 2013
Posts: 2993
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For me it delays the same amount of time in both graphics systems. GM8.1 and Studio do not delay at all. Should be just a matter of clearing the background in screen_init.
Edit: Upon further investigation, this is tricky, I tried clearing the background in screen_init where it is called by the roomstruct::gotome method which is followed by a screen_refresh, and it changed nothing. But also, it appears someone else already knew that it should be doing this. Replacing the screen_init call with screen_redraw doesn't affect any graphics system either,
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« Last Edit: May 23, 2014, 06:58:51 pm by Robert B Colton »
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I think it was Leonardo da Vinci who once said something along the lines of "If you build the robots, they will make games." or something to that effect.
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Darkstar2
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Reply #2 Posted on: May 23, 2014, 07:15:06 pm |
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Joined: Jan 2014
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For me it delays the same amount of time in both graphics systems.
Strange. DX9, it appears near instantly, the delay happens for me only in OGl1 and OGL3. I'm surprised that it is half a second. You've seen my specs are quite high. Yes in GMS it is instant, there is no blanking. Also tried in run mode and compiled mode, same delay. Is there a way to have the init done before the actual game window displays ?
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Goombert
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Reply #3 Posted on: May 23, 2014, 08:43:26 pm |
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Location: Cappuccino, CA Joined: Jan 2013
Posts: 2993
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This has nothing to do with it, I just realized, there's some legacy code here causing games to essentially have two Windows, one is the child window for which graphics is rendered. I've managed to make it instant by removing this child, but I will have to recode some of the Window shit to make sure it works correctly. I don't know why we ever did it that way.
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I think it was Leonardo da Vinci who once said something along the lines of "If you build the robots, they will make games." or something to that effect.
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Goombert
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Reply #5 Posted on: May 23, 2014, 09:28:58 pm |
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Location: Cappuccino, CA Joined: Jan 2013
Posts: 2993
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It'll be slightly faster, and I've already uncovered a bug, we have the window being centered when switching rooms which is not supposed to happen, this is a can of worms. https://github.com/enigma-dev/enigma-dev/pull/732#issuecomment-44071761
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I think it was Leonardo da Vinci who once said something along the lines of "If you build the robots, they will make games." or something to that effect.
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Darkstar2
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Reply #7 Posted on: May 23, 2014, 10:48:09 pm |
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Joined: Jan 2014
Posts: 1238
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Ok fixed, I re-applied the changes. Here are the results of my testing: I will attach the program I made, empty project, 2 rooms of different colors, 1 object in those 2 rooms, page up room 1 page down room 2 You can flip back and forth: * Windows centering issue seems fixed, but some new bug appeared. I positioned the window in different places and it stays there so that works fine. Run my program and flip back and forth rooms, see if you can notice the glitch. a fraction of a second (frame) before the room window appears where it should, it is displayed at the top left position then immediately in its right place. As you switch back and forth look closely you will see what I mean........ if you can't see it, hold down the pageup or pagedown key it will be pretty obvious ! it's as if the window appears at coordinates 0,0 first then at its right position. This not only when room changes but try with your mouse moving the windows around, you will see once you move the window to a new position it will draw it at 0,0 then its new position. That's it for now I hope this helps. Have fun here is the testing project attached:
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Goombert
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Reply #8 Posted on: May 23, 2014, 11:09:04 pm |
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Location: Cappuccino, CA Joined: Jan 2013
Posts: 2993
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Yes, I already know, it's what I'm doing right now, I just got most of it fixed so that it stops doing that glitchy shit, if I hadn't of noticed the window moving like that I would have never discovered we were using two windows in the first place. Just be patient, not only do I have to recode all of this shit, I have to debug it all too.
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I think it was Leonardo da Vinci who once said something along the lines of "If you build the robots, they will make games." or something to that effect.
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Darkstar2
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Reply #9 Posted on: May 23, 2014, 11:33:36 pm |
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Joined: Jan 2014
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I understand, just reporting stuff as I find them. This windows glitch was not present before.
BTW, DX9 is not working at all now.
Nothing is getting drawn.
with recent change, it is working, but room display delay is back. (all systems)
OGl1, and OGL3 work, sprites display
DX9 nothing gets drawn, even with draw_self()
Perhaps at the same time do you think you might find out what causes the screen to go blank when going from windows to full screen ? and even full to window does not reset back the screen it stays blank.
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« Last Edit: May 24, 2014, 12:01:16 am by Darkstar2 »
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Goombert
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Reply #10 Posted on: May 23, 2014, 11:53:40 pm |
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Location: Cappuccino, CA Joined: Jan 2013
Posts: 2993
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I already know what causes that for Direct3D, but I had no idea our Window code was this bad, the aspect ratio should have been applied to the the screen viewport, this is a real mess.
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I think it was Leonardo da Vinci who once said something along the lines of "If you build the robots, they will make games." or something to that effect.
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Darkstar2
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Reply #11 Posted on: May 23, 2014, 11:58:07 pm |
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Joined: Jan 2014
Posts: 1238
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I already know what causes that for Direct3D, but I had no idea our Window code was this bad, the aspect ratio should have been applied to the the screen viewport, this is a real mess.
BTW just for testing purposes I am testing the changes as you made them. The windows positioning seems ok now. However, the delay is back...... for all gfx systems. before the recent change there was no delay, it was same as GM. More so when using allow window resize, you can only make it bigger but you cannot make reduce it back it sticks. stretching with mouse, bigger, works but if you want to reduce it back it does not work. delay is back and dx9 fullscreen is not working even partially. in other words aside from windows center/position glitch, everything else is back to square 1
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« Last Edit: May 24, 2014, 12:40:04 am by Darkstar2 »
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