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Thread: Sprite flickering in 1.07b - solution found

  1. #21

    Sprite flickering in 1.07b - solution found

    Ok. I have created the test with your code and again uploaded.

    Please note, the 2 cubes you can see.

    The red is drawn wrong for sure, take a good look at it, it changes when -[do3d].

    The second black cube, seems to be ok, but in my game, the yellow line is thin and smoothed (??)

    regards, DLPB

    [press space to remove do3d]



    -----

    TEST 2

    http://www.uploading.com/files/UUELN...dware.rar.html

  2. #22

    Sprite flickering in 1.07b - solution found

    and also with 1.07d, animation bug. I have many frames at 72 * 72 pixels. when do3d/hardware, the animation does not play correctly, it shifts fro left to right, like it does if you get the patternwidth and patternheight wrong.

    will test this bug more.

    edit: doesn't happen with small 5 frame animation- 20*20 (h= 20, w= 100)

    but it does with 74 frame animation- 72*72 (h=72, w=532

    only happens with hardware mode enabled and with large framerate/framesize or maybe just large picture

    TEST 3

    http://www.uploading.com/files/OD8T7...1.07d.rar.html

    <<remember to enable hardware mode to view the bug

  3. #23

    Sprite flickering in 1.07b - solution found

    To Example 2:

    I tried it and no change in look, all display OK. When you will demonstrate me wrong look, please send me your picture with good and bad picture.
    I tried it with some set up of TextureFileter() like

    Code:
    DXDraw.TextureFilter&#40;Ord&#40;D2D_POINT&#41;&#41;;
    or

    Code:
    DXDraw.TextureFilter&#40;Ord&#40;D2D_LINEAR&#41;&#41;;
    and no bad look give.

    Via your code like
    Code:
    procedure TMainFm.DXTimer1Timer&#40;Sender&#58; TObject; LagCount&#58; Integer&#41;;
    begin
      DXInput1.Update;
    
      if not DXDraw.CanDraw then Exit;
    
      DXDraw.BeginScene;
      &#123;D2D_POINT, D2D_LINEAR, D2D_FLATCUBIC, D2D_GAUSSIANCUBIC, D2D_ANISOTROPIC&#125;
      DXDraw.TextureFilter&#40;Ord&#40;D2D_POINT&#41;&#41;;
    
    .......
    To Example 3:

    In DXDraws unit is texture limit like

    Code:
    const
      maxTexBlock = 2048;
      maxVideoBlockSize = 2048;
    When you want use larger texture (in Px) please change this value (2048) or restrucuralize your to this size (size 2048x2048) without change value.

    It is own limitation of DXDraws resp. DelphiX and I it put from code to public constant only.
    Ijcro.

  4. #24

    Sprite flickering in 1.07b - solution found



    incorrect. HARDWARE mode AND patternheight<>0 , Patternwidth<>0



    CORRECT. SOFTWARE mode OR patternwidth=0, patternheight=0

    ----------

    Tried your code and set to point and linear. No effect

    Edit:

    UPDATE. Only happens when patternheight and patternwidth are set! If set to 0, no change in draw.

    Conclusion.

    Both problems can be traced back to using hardware mode with patternheight and patternwidth.

    There is a problem with Patternheight and patternwidth or calculations connected with them once hardware mode is enabled.

  5. #25

    Sprite flickering in 1.07b - solution found

    Fine,
    I think that it is no problem of paiting but it is problem fill in texture to mesh. A see into and I try it repair...Please be patient, thank you
    Ijcro.

  6. #26

    Sprite flickering in 1.07b - solution found

    no worries. We are all greatful for your continued support for delphix well I am

    I will help you out with testing these 2 issues

  7. #27

    Sprite flickering in 1.07b - solution found

    Thank you!

    I think, that solution founds! I will make some tests and next day I planning the update file as 1.07e...

    BTW: I looking for anybody that known DirectPlay from DirectX 9. I have prepared version of unDelphiX to DirectX9 but I am sorry I don't know rewrite DXPlay and own form to new interface. Can anybody help me with them? Thanks.

    And I have question for Vista users: Is still use RM mode of DirectX or not? I have letters by some users of Vista, where they wrote that RM is not supported now. Is it true?
    Ijcro.

  8. #28

    unDelphiX 1.07e released

    I tried correct it. Please try version 1.07e from my WEB.

    Regards
    Ijcro.

  9. #29

    Sprite flickering in 1.07b - solution found

    tried 1.07e.

    Problem persists.

    red cube still altered

    Other testing cube altered.

    Animation with large sprite, still broken (though you did explain soemthing about setting blocksize?)

    I will prepare a better demo to illustrate

    -----

    update:

    I am going into this in some detail. Give me some time

  10. #30

    Sprite flickering in 1.07b - solution found

    http://www.uploading.com/files/CT6D0..._bugs.rar.html

    New test. Better this time.

    Look closely at the yellow lines

    space bar to switch back and forth.

    Version 1.0, undelphix has none of the above problems. I haven't tested 1.06? anywhere I can download it?

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