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AppGameKit Classic Chat / Print messed up in v1076

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baxslash
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Posted: 7th Jun 2012 10:54 Edited at: 7th Jun 2012 10:58
It seems there's a problem with "Print" in v1076. I haven't tested text yet.

Here's what I get printing to the screen:


EDIT: Reported the issue on the bug board...

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baxslash
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Posted: 7th Jun 2012 11:31 Edited at: 7th Jun 2012 11:32
Erk!!!

Sprites also seem to have problems... I've tried editing the Mag / Min filters to no avail. The head on the right is how the image should look:


EDIT: Reverting to v1075 to get some work done...

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Hodgey
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Posted: 7th Jun 2012 11:32 Edited at: 7th Jun 2012 11:33
Seems to be working over here, print() working as it should.

Edit-ninja'd. You enjoy it don't you. I'll try out a sprite project now. Stand by...

baxslash
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Posted: 7th Jun 2012 11:33
Quote: "Seems to be working over here, print() working as it should."

I'm going to re-install...

Hodgey
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Posted: 7th Jun 2012 11:39 Edited at: 7th Jun 2012 11:49
Sprites are working on this end, as far as I can tell with Snackantula anyway. Yep, try a reinstall.

Edit-sig testing

baxslash
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Posted: 7th Jun 2012 11:55 Edited at: 7th Jun 2012 11:55
Full un-install and re-install has changed nothing... I'm going to try some other projects.

Can you try this code Hodgey?


Edit: Nice sig

Hodgey
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Posted: 7th Jun 2012 11:57 Edited at: 7th Jun 2012 11:58
Quote: "Can you try this code Hodgey?"

Sure.

Quote: "Edit: Nice sig"

Thanks.

Edit:

Seems fine.

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baxslash
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Posted: 7th Jun 2012 12:01
Balls...

Hodgey
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Posted: 7th Jun 2012 12:05
I just tried it at a resolution of 640x480 (the screen shot above being 480x480) and the text does become a bit blurred, but not to the extent of yours. Maybe something to do with your graphics chip?

baxslash
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Posted: 7th Jun 2012 12:09
Maybe but it was fine with v1075...

Hodgey
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Posted: 7th Jun 2012 12:38
Quote: "Maybe but it was fine with v1075..."

Good point. I also installed 1076 on my netbook and ran your code, and it works on this end. These are both Windows 7 32 bit machines, which OS are you running?

baxslash
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Posted: 7th Jun 2012 12:40
Vista 32Bit. After reverting to v1074 it all works fine, might be drawn sprites only though I didn't check that... can you test whether drawn sprites look fuzzy?

Hodgey
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Posted: 7th Jun 2012 13:09 Edited at: 7th Jun 2012 13:10
Quote: "can you test whether drawn sprites look fuzzy?"

They seem ok too.



Here's the code that goes with it.



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baxslash
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Posted: 7th Jun 2012 13:12
Must be my machine... I'll wait for v1077

Hodgey
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Posted: 7th Jun 2012 13:16
Yeah, seems like it. Well, since 1076 only has a few minor fixes, it shouldn't hold you back too much.

Paul Johnston
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Posted: 8th Jun 2012 02:09
If you use SetImageWrapU(ID,0) and SetImageWrapV(ID,0) on the sprite image does it fix the problem? It's the only thing I can think of that changed.
baxslash
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Posted: 8th Jun 2012 09:58
I uninstalled but I'll try it and let you know.

baxslash
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Posted: 8th Jun 2012 10:38
Sorry for the DP but Paul, any idea what might be causing the "Print" issue? I only get that with v1076. My graphics card is an ATI FireGL V3100 (on my work PC) I haven't tried my nVidia at home which is a similar setup (Vista 32Bit) otherwise...

DMXtra
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Posted: 8th Jun 2012 10:44
Baxslash, have you tried updating your drivers for your ATI FireGL video card?

App Game Kit (A.G.K.) - Want to be creative on many platforms at once? This is the tool you need.
baxslash
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Posted: 8th Jun 2012 10:52
Actually not for a month or so. I'll do that and try v1076 again...

Hodgey
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Posted: 8th Jun 2012 11:06
Could it be that you're using vista? Even my 4-5 year old netbook with Intel Integrated graphics renders sprites correctly (using windows 7). Actually, you have a netbook don't you bax? I'd bet that wouldn't have vista so it might be worth trying AppGameKit on it.

baxslash
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Posted: 8th Jun 2012 11:52
Quote: "If you use SetImageWrapU(ID,0) and SetImageWrapV(ID,0) on the sprite image does it fix the problem? It's the only thing I can think of that changed."

Paul, that fixed the sprite problem. What if I want my sprites to wrap though?

Is this related to the "Print" problem?

Updating my graphics driver made no difference (the driver hasn't been updated since 2009) but it could be that my graphics card is just too old... I hope my slightly better machine at home doesn't have this problem.

Hodgey, I doubt it's the OS at fault. More likely an outdated graphics card. I would expect AppGameKit to work on this machine though, it's not that bad. It runs some top end CAD software with huge models containing thousands of 3D componenets.

Paul Johnston
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Posted: 8th Jun 2012 15:46
Quote: "Is this related to the "Print" problem?"


It could well be, but I'm not entirely sure why that fixed it. The screenshots look like the image is being filtered, as if it was reduced in size and then blown back up, but as you mentioned the min and mag filters didn't have any affect (using mode 0 I would expect to show a difference).

I'll modify the print text to not wrap in future as there isn't really a need for it to do so.

Quote: "What if I want my sprites to wrap though?"


That's a good question, we'd need to find out why your card is changing filtering when using a different wrap mode, may be it is a driver bug, I don't know.
baxslash
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Posted: 8th Jun 2012 15:57
Quote: "That's a good question, we'd need to find out why your card is changing filtering when using a different wrap mode, may be it is a driver bug, I don't know."

Bearing in mind that prior to v1076 it was fine on this card it must be down to one of the minor changes in this update. This is a major pain if I get the same results at home. I've reverted to v1074 because 1075 is no longer available but it is possible this was in v1075 too because I hadn't worked on that project for a while...

Paul Johnston
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Posted: 8th Jun 2012 16:06
Quote: "Bearing in mind that prior to v1076 it was fine on this card"


Even with wrap mode set to 1 on both U and V?
baxslash
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Posted: 8th Jun 2012 16:21 Edited at: 8th Jun 2012 16:22
Quote: "Even with wrap mode set to 1 on both U and V?"

I definitely used that previously with no problems. If I can find an example I will. The point is that the only thing I changed was the version of AppGameKit, the images and printing just looked different after I installed v1076. I didn't change any code and printing is screwed up in everything I try since v1076.

EDIT: Do you want me to send the full project to you? You can test it in every version...

Paul Johnston
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Posted: 8th Jun 2012 17:02
Unfortunately I haven't seen any change in the print commands so I can't reproduce it. If you are the only person with this issue I'm inclined to say it is a driver bug with loading only wrapped images, perhaps loading a clamped image first fixes it.

What happens if you use SetDefaultWrapU(0) and SetDefaultWrapV(0) at the start of your program and then set wrap mode later with SetImageWrapU(ID,1)?

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