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AppGameKit Classic Chat / AGK App not double buffering properly on Huiwai Ascend Y300 phone...

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=PRoF=
23
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Joined: 17th Mar 2003
Location: Milton Keynes, UK
Posted: 28th Jul 2014 03:59 Edited at: 28th Jul 2014 04:03
I just installed and tested an AppGameKit app on my daughters Huawei Ascend Y300 phone, and was very disappointed to see that it didn't seem to be clearing the screen after sync()'ing.

Text and sprites were staying on screen when hidden, and other text and sprites are appearing over the top of them when shown. Particles are leaving trails, and nothing at all happens when you SetClearColor().

For some reason this phone isn't clearing the back buffer once it's drawn to the screen? Has anyone else noticed this?

>Edit<
I'm using AppGameKit 1.08.23, and the phone is running Android 4.0. and apparently it's spelt "Huawei" if a mod could fix the title plz?

easter bunny
13
Years of Service
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Joined: 20th Nov 2012
Playing: Dota 2
Posted: 28th Jul 2014 05:33
It seems to be a problem with Huawei phones, I get the same issue with AppGameKit games on the Ascend Y201. To fix it, just make sure you've always got a fullscreen sprite in the background.

I don't think I ever reported the bug though, you can report bugs here: https://code.google.com/p/agk/issues/list, although I'm not sure how often it's used by the TGC team these days


Audacia Games - Latest WIP - AUTOMAYTE 2.1, AppGameKit one click deploy to Android
"When you've finished 90% of your game, you only have 90% left"
Markus
Valued Member
22
Years of Service
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Joined: 10th Apr 2004
Location: Germany
Posted: 28th Jul 2014 12:46
maybe a problem with this Android OS version for this device.
did os updates exists?

AGK 108 (B)19 : Windows 8.1 Pro 64 Bit : AMD Radeon R7 265
yamyam
13
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Joined: 12th Jan 2013
Location: Black Country
Posted: 28th Jul 2014 13:12
Hi Prof

My wife has the same phone and is testing and running my two apps puzzword and trax on the phone ok, slows down a little when lots of action and with ads, but she can play both games fine.

Both games are built using AppGameKit 1.08.21 not sure if this makes any difference.

Naphier
15
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Joined: 2nd Oct 2010
Location: St Petersburg, Florida
Posted: 29th Jul 2014 02:47
I've seen this appear on Android a few times. Just had to make sure there was a background sprite below everything else. Also seemed to have issues with sprites below depth 5,000.

=PRoF=
23
Years of Service
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Joined: 17th Mar 2003
Location: Milton Keynes, UK
Posted: 29th Jul 2014 03:05
@easter bunny:
I will test it more thoroughly and then report it I think, I'd like to know how many other of my projects it affects.

@Markus:
It's fully up to date I think, but will check tomorrow.

@yamyam:
Do both of your games use background sprites? I will try and compile using an older version of AppGameKit if I still have one to see if that helps.

@Naphier:
I could probably use a background sprite for most scenarios, but it also affects the full screen particle system I use for things like the Background in the Colour Name Quiz, and the Lava Lamp mode in BNL. Not sure a bg sprite would help there.

I'll write some specific test code and do some more in depth checking.

yamyam
13
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Joined: 12th Jan 2013
Location: Black Country
Posted: 29th Jul 2014 11:45
Quote: "Do both of your games use background sprites? "


Yes prof both games use full screen backgrounds
i always start with full screen backgound and SetSpriteDepth(30,200)


Naphier
15
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Joined: 2nd Oct 2010
Location: St Petersburg, Florida
Posted: 30th Jul 2014 21:41
You might be able to get away with calling an extra clearscreen and maybe another swap? Shouldn't have to do that though. If you're not using a background sprite I'm actually surprised you haven't seen issues sooner.

=PRoF=
23
Years of Service
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Joined: 17th Mar 2003
Location: Milton Keynes, UK
Posted: 1st Aug 2014 00:45
Oddly enough, just using a full screen sprite set to a depth of 4999 (much lower than anything else I'm using) has resolved all issues.

Thanks for the suggestions guys

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