URL:
<http://gna.org/bugs/?20309>
Summary: layer moving: strokemap damage with repeated, fast
layer drags, for large layers
Project: MyPaint
Submitted by: achadwick
Submitted on: Tue Nov 20 13:16:40 2012
Severity: 4 - Important
Priority: 7 - High
Status: None
Privacy: Public
Assigned to: None
Originator Email:
Open/Closed: Open
Discussion Lock: Any
Release: git master c807c35c
Planned Release: None
Operating System:
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Details:
Moving layers using LayerMoveMode makes a mess of the strokemap if the layer
is very large. To reproduce:
1. Make a huge layer, containing some small distinct strokes which can be
picked using Pick Context ("W"). Ensure that the small strokes can all be
picked, and flash the preview layer correctly and visibly.
2. Move the layer once, and let everything complete. Confirm that stroke
picking still works.
3. Make lots of small incremental layer moves using 2 or 3 separate drags.
Observe that visible image tiles all move as expected.
4. Pick strokes all over until the problem is visible. If this condition has
been triggered for part of the layer, stroke previews will flash in unexpected
places. The
Expected behaviour after any number of fast, repeated, small layer moves:
strokes are still pickable just as they were before the move(s).
The problem seems to stem from the idle tasks which decompress, slice up, and
recompress the stroke bitmaps' tiles not completing from one drag before the
next one starts. The problem is more frequent with large layers, and possibly
easier to reproduce for large layers when zoomed in to ~100% since updates
will be quicker.
We should force all pending strokemap moves to complete before either a) the
next layer move can start, or b) the next set of queued stroke moves can
start. Since a) might be lengthy, the user deserves fair warning if we go that
way (busy-interactive cursor, perhaps). b) looks best, but could cause lots of
work to be queued.
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