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Messages - Goombert

Quote from: Darkstar
I don't give a flying crap about their recommendations ! They are not taking into account many variables.  I go with what will work for at least 2 of the most commonly used cards, AMD and NVIDIA, and if possible the most other type of cards.
I know but you keep wanting to think half-pixel alignment is not an issue because you have new issues now. It is still an issue, and it sounds as though something external is influencing your results.

Quote from: Darkstar
What you are referring as far as rounding, will most likely affect sharpness.  Problem I am experiencing is not blurriness, it's text anomalies such as for example a vertical line next to a 1, dots or other lines surrounding text, these lines are also sharp.  The reason in my screenshot that some lines appeared different shades is because in that example I used AA.....but I also tested AA or non AA, default font or declared font, same issue.  That's what I mean by artifact. 

Ok, but it is important to note, that for testing purposes, it is good to be consistent (the scientific method). For instance, the fonts you used were fonts you drew with before? And it is also important to isolate these new artifacts to the updating of graphics drivers, because it very VERY well could have another OpenGL setting flipped on or off.

The ONLY problem I ever witnessed so far with ENIGMA is the lines.  Text is crisp and sharp but may have bits of vertical lines next to the text, and bits of horizontal lines top or bottom, and sometimes dots.  No blurriness. Any other anomaly such as certain letters appearing fatter or any other issue would be attributed to monitor scaling or hardware scaling, in which case this issue is completely gone if your monitor resolution 1:1 with the game room.   So this is why doing my tests I will always account for the monitor's native resolution to determine if it is a PASS or a FAIL. I test all other lower resolutions going up, if all pass including native then I mark it as PASS.  Problem with the lines with text occurs in all modes even native and 1:1.
Wait, so you never had blurry text this entire time we've been testing? I was under the impression you had at least experienced it before.

Quote from: Darkstar
I posted a screen shot above so you'd see what I mean, look closely at the letters, the lines - The letter itself is NOT malformed, it is the added lines surrounding it of different sizes.  I used AA in the examples above, but this occurs no matter if AA is turned on or off....regardless of font used and font size.
Interpolation can sometimes cause this to happen as well. You had it turned off right? I mean explicitly calling texture_set_interpolation(false) because other texture settings may be overriding the application in your graphics card control panel.

Quote from: Darkstar
As far as Robert's vertical line issue during scroll, I think that is another issue completely.  I was not having this problem at all until I went from 314 to 335, then it disappeared with new drivers 337.  Go look at the code how the scrolling is handled......Whoever wrote projectchaos could have done the scrolling differently using fewer lines of code. 
If I remove all offsets, guess what, then I don't have those vertical gaps either. In fact, with default OpenGL I have no rendering anomalies, only with Direct3D.

Quote from: Darlstar
The one thing that stands out in ENIGMA is the lines issue (refer to screenshots). 
You did not have that problem before updating your drivers, again I would encourage you to visit your control panel and ensure that nothing external is influencing the game. Or also to test another application, such as Studio, with your new drivers.

Quote from: Darkstar
It's called AMD now.  And wrong, Robert did notice the problem with text as this was discussed in previous issues and he acknowledged it.
No he means we, me and him, notice half pixel issues, but you seem to have all these other problems that none of us have.

Quote from: Darkstar
Right now my work is to determine if there is any relation to the driver I installed, meaning changes in the NVIDIA panel and if so, which one.  Normally I am aware that the changes you can make in the drivers will affect image quality (sharpness) but should not in theory affect the text artifacting, unless NVIDIA uses internal driver settings that affect offsets too?
It's not so much those things, but you may have turned on interpolation or god knows some random OpenGL texture setting. Anyway, yes, I can't encourage you enough to check that panel.

Issues Help Desk / Re: >:( objects nowhere to be seen
« on: May 28, 2014, 04:26:08 PM »
It sounds like he has the last version where I broke the default draw subchecks for visible.

Did you download before or after 5/25/2014?

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.