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Bug Reports / [DGDK] Antialiasing stops when sprite is rendered

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prasoc
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Posted: 19th Jul 2009 20:24
This has been a bug for a while (when it came out), and it is really annoying! All you have to do is put anti aliasing on, and then render a sprite, it turns off the anti aliasing.


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Morcilla
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Posted: 23rd Jul 2009 12:08
From the DGDK forum:

Quote: "In the Nov 2008 version this code..

dbSetDisplayModeAntiAlias( 640, 480, 32, 1, 4, 0 );

Works perfectly.. well.. until images/sprites are pasted to the screen! In my game once a sprite is on the screen the anti aliasing stops working for the rest of the game"
prasoc
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Posted: 24th Jul 2009 03:29
The question is, WHY hasn't this been FIXED????


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Conor B
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Posted: 27th Jul 2009 21:40
Very annoying bug! Pointless to have anti aliasing if you cant use it once the game has any 2D image. Tried this command in DB also and seems like theres the same problem (V 7.3) Fix?

There are 10 types of people, people who know binary and people who don't!
prasoc
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Posted: 29th Jul 2009 03:07
It is a HUGE bug! And no one is taking notice!


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Conor B
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Posted: 30th Jul 2009 00:31
What are they waiting for , why hasn't this been confirmed yet?!

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prasoc
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Posted: 1st Aug 2009 01:24
Any problems marking this bug as "[Confirmed]"? Does it only work for [DBP] in the title? I think not


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IanM
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Posted: 1st Aug 2009 13:48
Can anyone post some complete code?

If there's code, then it's easy to prove and confirm, otherwise, it's not, and as my time is short, I will almost always spend that time on the bug reports that actually have some detail and code.

prasoc
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Posted: 1st Aug 2009 14:21


Put any image into the project folder, it works with all images. I used it with this one


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prasoc
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Posted: 7th Aug 2009 23:44
Atlest mark this as confirmed. Ive posted an example, now what?


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Conor B
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Posted: 9th Aug 2009 21:40
Whats the story guys? Kinda big bug.. gdk and db to! Any sign of a fix?

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Mista Wilson
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Posted: 10th Aug 2009 05:52
Have you guys tried if this affects multiple render targets ?

For example, if you have camera 0 and camera 1... if you are using cam0 as the main camera and camera 1 as a render target(a sprite or textued object-lets say its a minimap), does pasting the sprite to the other render target still turn off antialiasing ?

Just curious, we may be able to come up with a workaround is my line of thought...

Also, is it possible to post a screeny with antialias on before the sprite is pasted, then a screeny with antialias off, after the sprite is pasted.(Just another thought, if there is something a little more visual, it may help to get someone's attention focused on this.) I do know that it may not be easy to get a screeny that shows clearly the differences, but its something to try at least

This one does seem to be taking awhile to get looked at though.

If it ain't broke.... DONT FIX IT !!!
prasoc
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Posted: 10th Aug 2009 16:21 Edited at: 10th Aug 2009 16:21
Here we go:


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Conor B
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Posted: 10th Aug 2009 20:40
@Mista wilson: Tried messing around with having sprites only on specific cameras and then changing camera.. but any sprite no matter what the current camera number is, seems to turn of AA for all cameras. The db styx plugin has the same problem! :S

There are 10 types of people, people who know binary and people who don't!
Mista Wilson
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Posted: 11th Aug 2009 02:41
oh well, guess there is not going to be an easy workaround lol.

Its a shame we cant turn aa on without resetting the display, that would be a handy command(though i dont know if it would be possible in GDK with it's renderer, but I do know some commercial game engine allow you to turn on and off AA without having to reload everything), something like :

void dbSetAntiAliasOnOff(bool bOnOff);
bool dbGetAntiAliasOnOff(void);

@prasoc : Great screeny mate, shows the aa clear as day on and off.. lets hope we get this one looked at soon

If it ain't broke.... DONT FIX IT !!!
prasoc
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Posted: 12th Aug 2009 12:09 Edited at: 12th Aug 2009 12:11
This is really starting to tick me off! JUST CONFIRM IT ALREADY!!! OTHER BUGS HAVE BEEN CONFIRMED AND REJECTED WHY NOT THIS ONE?!?!?!??!?!?!?!?


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Mista Wilson
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Posted: 13th Aug 2009 14:01
The new 7.4 lib is now working(as far as I can tell anyway, as of writing this it's all working fine).

Have you tried it under that library to see if its still a bug ?
(Ill try it myself when I get around to it, im not working on anything with 2d and antialiasing atm)

If it ain't broke.... DONT FIX IT !!!
prasoc
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Posted: 13th Aug 2009 16:22
It still doesn't work, I just tried it


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griffirr
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Posted: 14th Aug 2009 14:10
This occurs in DBPro as well. Version 7.4 and several past versions.
prasoc
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Posted: 16th Aug 2009 20:11
Maybe now they will mark it as confirmed (due to DBPro having the problem)


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Conor B
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Posted: 17th Aug 2009 20:51
This problem happens with GDK, DB and styx! I don't understand why this isn't being looked at! AA is a pretty important polish feature! Especially for low res games!

prasoc
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Posted: 18th Aug 2009 19:27
It would be helpful if they marked it


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prasoc
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Posted: 22nd Aug 2009 14:11
Come on, 4 days since last post, still no marking????


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byo
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Posted: 22nd Aug 2009 19:21
Maybe if you'll stop whining and be patient...
Mista Wilson
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Posted: 24th Aug 2009 05:56
Ive actually been playing around with DirectX code inside of GDK a little lately, and I have noticed that running in Antialiased mode :

dbSetDisplayModeAntialias..

and using ID3DXSprite objects, being created with D3DXCreateSprite(), which is passed the d3ddevice and a pointer to the sprite interface,

does NOT turn off the AA.

I would have to assume that it's because of the way GDK is setting up it's sprites internally ? (im not sure if they are DX sprites or a custom GDK/DBP thing)

But, in the short term until this does get sorted, you can use directX sprites and put as many of them as you like on the screen and not have it affect anti-aliasing - just the place in the main loop where you call their "Begin->Draw->End" methods is the place in the draw order they will be(I need to test their z-order a little more, im not 100% sure on it, but that is how they are behaving for me at the moment)

If you arent confident on setting up and using dx sprites through gdk, I have just about finished porting Cloggy's D3DFunc into an OO class library for GDK7.3/7.4 - its all working, im just doing a last bit of testing to make sure all of the functions are working with each other in the manner they should lol... Ive also rolled an extra "direct image access" class into it, that was originally a bunch of functions written by Sephnroth a few years ago. Anyway, ill post the lib up when im a little surer that I havent hosed anything, it uses DX sprites for a progress bar graphic and for it's AA text and some other graphical functions, so looking through it's code you should be able to figure DXSprites out without too much trouble(that how I figured em out lol) - One note though is that animated sprites would need to be manually built if you were using dx sprites, wouldnt be too hard to build a little class to manipulate groups of ID3DXSprites in that way(there may be other differences aswell, I havent looked too much at that).

If it ain't broke.... DONT FIX IT !!!
prasoc
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Posted: 24th Aug 2009 12:31
Quote: "Maybe if you'll stop whining and be patient... "


it has been well over a month.

Anyway, Mista that sounds really good (I've wondered what Cloggys d3d functions were ;P) but you are a good detective


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IanM
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Posted: 28th Aug 2009 11:42
Quote: "Maybe if you'll stop whining and be patient..."

Good advice.

Who cares how long it takes for a bug report to be confirmed, as long as it is confirmed before the next sweep of bug fixes? I get around to it when I have free time, as do the other mods.

Remember, this is NOT our day job.

griffirr
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Posted: 28th Aug 2009 14:25
Some bugs listed here have been active for many years, see the exclude object bug I recently bumped. It has existed since 2006 and has not yet been confirmed. Most new beta versions get their own thread and this forum section is not looked at for bug fixing. If a bug exists and is not reported again in that thread then it does not get fixed. Programming in DBPro has been my day job for 3 years now and instead of reporting bugs I look for work arounds because reporting bugs when a beta thread is not active is usless. This forum section should be removed. Sorry just venting.
Grandma
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Posted: 4th Nov 2009 12:55 Edited at: 4th Nov 2009 12:55
A truly annoying bug that has been bothering me since AA was first introduced.

It would be lovely if this bug could get fixed soon. Here's DBP code to demonstrate with.


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jfroco
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Posted: 25th Feb 2010 21:31
Hello friends,

I wasn't aware of this issue, until I tried to use a crosshair in my game

Fortunately, there is a simple workaround: use AdvancedSprites plugin functions istead of DBPro built-in sprites functions (and AdvandedSprites should be faster):

The code to show you how easy is the workaround. Just change renderType to 1 (DBPro) or 2 (AdvancedSprites)



The screenshots:




More information about AdvancedSprites: http://forum.thegamecreators.com/?m=forum_view&t=113378&b=5

Hope this helps.

Best regards

JF
jfroco
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Posted: 25th Feb 2010 21:34
Sorry for the double post... I forgot to say that I know that this is a bug reported for Dark GDK, but this was the thread I found regarding this issue, and that there are examples of the issue in DBPro here, so I decided to post it here.

IanM
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Posted: 25th Feb 2010 22:35
I've no problem with that - if it's a bug in both GDK and DBPro then fixing it for one will usually fix it for the other.

Anyway, it's on the current list now

Sepnon
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Posted: 22nd May 2010 22:18
fixed?

btw, there are a lot of free plugins faster than the db commands.. why dont you include some of them in it?
baxslash
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Posted: 27th Aug 2010 13:12
All the links to "Advanced Sprites" are dead. Does anyone have a copy?

Syncaidius
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Posted: 27th Aug 2010 16:02
check the TPC plugins sticky in program announcements. Someone posted an updated link for it a few days ago, which I updated in the plugin list also.

Conor B
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Posted: 3rd Oct 2010 01:11
Only noticed now that this bug has been fixed!
Thanks lads!

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