Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

AppGameKit Classic Chat / DisplayAspect (-1)

Author
Message
Crazy Programmer
AGK Developer
20
Years of Service
User Offline
Joined: 6th Sep 2004
Location: Lost in AGK
Posted: 10th Jan 2016 01:54







Why is it when you run this program. It skips a Yposition every 4 lines.
It does not do this for the the Xpositions

Iv been wondering this for days now and cant find any documentation saying why.




Sign up for NaGaCreMo!
blink0k
Moderator
11
Years of Service
User Offline
Joined: 22nd Feb 2013
Location: the land of oz
Posted: 10th Jan 2016 05:45 Edited at: 10th Jan 2016 05:47
Very odd. When i run the program it works fine. But when i print the screen i get the missing 4th line in the screen print

I checked again and it's the scaling (in my image proggY). I know photobucket scales down the image so maybe it's that
Crazy Programmer
AGK Developer
20
Years of Service
User Offline
Joined: 6th Sep 2004
Location: Lost in AGK
Posted: 10th Jan 2016 13:22 Edited at: 10th Jan 2016 17:30
This happens before I print the screen. The agk app is doing this.

Edit: You were right. It was something to do with the size of the lines.
Changing the size from . 1 to .4 fixed the problem.
I don't know why if some lines will show as .1 and some wont.
I figure if the lines are too small to see at .1. None will show instead of just a few.



^ Fixed the problem.

Sign up for NaGaCreMo!
blink0k
Moderator
11
Years of Service
User Offline
Joined: 22nd Feb 2013
Location: the land of oz
Posted: 10th Jan 2016 21:10
i notice that your screen print was a window. when i ran the proggy it was full screen. mabey your os is scaling the display to fit the window and in doing so loses the line
Crazy Programmer
AGK Developer
20
Years of Service
User Offline
Joined: 6th Sep 2004
Location: Lost in AGK
Posted: 10th Jan 2016 21:18
Quote: "i notice that your screen print was a window. when i ran the proggy it was full screen."

It still does the same in fullscreen.

And changing the size from .1 to . 2 fixes the problem.

I have no idea why it does this

Sign up for NaGaCreMo!
blink0k
Moderator
11
Years of Service
User Offline
Joined: 22nd Feb 2013
Location: the land of oz
Posted: 10th Jan 2016 22:16
i think it must be rendering to a certain resolution and then scaling it down because it doesn't happen on my pc, i see all the lines

Attachments

Login to view attachments
Crazy Programmer
AGK Developer
20
Years of Service
User Offline
Joined: 6th Sep 2004
Location: Lost in AGK
Posted: 10th Jan 2016 22:47 Edited at: 10th Jan 2016 22:49
Edit: Sorry my phone didnt display your attachment correctly.

It sure is working for you. It has to be something like what you are saying.

Sign up for NaGaCreMo!
SpecTre
Developer
21
Years of Service
User Offline
Joined: 24th Feb 2003
Location: UK
Posted: 10th Jan 2016 23:45
Just been having a mess with this trying all sorts of stuff for the %age system but everything I try at 1 pixel wide for the grid it does the same unless full screen and at 1.4 pixels or more there is no problem so I can only think it is due to the resizing when rendering on the screen.
Have you tried the virtual screen instead? Going to try it in a bit.

Heres what I got when over complicating it to try dif things

The Amiga and Amos were great!
My website LEAP - Download Paint Pot here!
Paul Johnston
TGC Developer
22
Years of Service
User Offline
Joined: 16th Nov 2002
Location: United Kingdom
Posted: 11th Jan 2016 16:28
This is a potential problem when the virtual resolution doesn't match exactly with the window resolution, the values returned by GetDeviceWidth and GetDeviceHeight.

OpenGL only renders a pixel if its center falls on a triangle, a sprite is made up of two triangles to form a rectangle. So if you have a sprite that is one pixel wide there are certain positions where the triangles it is made of are exactly between two pixel centers, so neither pixel gets drawn as part of the sprite. If you use a virtual resolution that exactly matches the window resolution then you can place sprites directly on the pixels so that they will all fall on pixel centers and get drawn.

Login to post a reply

Server time is: 2024-11-17 02:39:31
Your offset time is: 2024-11-17 02:39:31