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Messages - Goombert

The interpolation I was already aware of, having interpolation on for fonts may be desired in some cases as well, and can be simply solved by adding padding parameters to any font functions. However, yes, I wish we did have the texture paging implemented, but I am afraid to do it.

Issues Help Desk / Re: >:( objects nowhere to be seen
« on: May 27, 2014, 06:43:01 AM »
I don't understand, are you saying the objects in the room are simply not visible? Try placing one with a show_message.

1) Nothing wrong with my hardware. I never had this shit happen to me in any 2D game, 3D game, or whatever.
All I know is, you updated drivers which exacerbated the behavior in ENIGMA and you did not appear to have tested Studio or Unity or anything else, or even an empty OpenGL application. This obviously doesn't affect other 3D games because half pixel alignment is not relevant to anything except an orthographic projection, and you obviously haven't experienced it in any other 2D game because whatever game it was uses proper half pixel alignment as suggested by Microsoft or others, which is what we are trying to do for ENIGMA.

2) It has NOTHING to do with blurriness, everything is sharp that is not the issue. The issue is the fucking pixel vertical line on scrolling that I did not use to have and text that is displayed wrong, NOT BLURRY, but rendered wrong.  I already posted a screen shot in the past, you too, so it can't only be card related.
I'm sorry, but I simply can not deduct what you mean by wrong, other than that you now have the vertical line for the scrolling backgrounds, I do not know what you mean by wrong in the context of text rendering. Which is very easy for you to take a picture of.

3) It's no use testing gl model view and d3d projection ortho no combination works.  I tried all the combinations suggested even my own even sweeping through the entire possible range, no combination bloody works.  If I find a setting that works in fullscreen it won't in windows and etc. having swept all the combinations.
Ok, you told me that already, I wasn't telling you to test anymore combinations there, I was telling you test rounding in the ModelStruct.

what the fuck am I supposed to do with this ?
more offsets as in x+=0.5f; y+=0.5f ?
No, I told you to round x and y before they are pushed into the vector using cmath or w/e. And if that didn't work, I told you to then try offsetting the ROUNDED value starting with a full half pixel (0.5,0.5)

You mean to tell me that everything works fine on your end without any need for offsets in the glmatrix ?  I thought you said otherwise back when I reported it the first time.
Yes, if I remove all offsets in everything, my graphics driver displays everything in OpenGL perfect whether in FS or windowed, I only have problems with Direct3D.

what if the problem is in the font rendering or sprite/background handling or deeper in the graphic system ?
You're being dramatic, I gave you a solution as low-level in the engine as possible, rounding every 2D vertex to a full pixel.

If I have time I will make a video showing the display sweep through
That is not necessary, I simply asked for a screenshot of how text rendering is behaving since you updated drivers.

vertices.push_back(x+0.5f); vertices.push_back(y+0.5f);
Or you could try doing what it was that I actually suggested.
vertices.push_back(round(x)); vertices.push_back(round(y));
vertices.push_back(round(x)+0.5f); vertices.push_back(round(y)+0.5f);

That also works for me and makes vertices round consistently on all hardware.

Did you round up or round down, and did you try additionally adding pixel offsets to the rounded values?

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.

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

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.

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.

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.

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

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.

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.

Is inheritance involved?

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.

Issues Help Desk / Re: Font rendering is broken again ! (updated)
« on: May 26, 2014, 02:25:05 AM »
Will do and how do I pass the second set of value (model view) ? 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
And I mean 0.4,0.4 goes on this line for the model view matrix.

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.

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