Re: Canvas clip problems

2013-06-04 Thread Scott Palmer
Good to know it isn't just my app that has this problem!
A fix for 2.2.x would be great!  Hopefully the Oracle guys can reproduce it.

Cheers,

Scott


On Tue, Jun 4, 2013 at 6:28 AM, Daniel Zwolenski  wrote:

> Finally got round to testing this and setting -Dprism.order=j2d as Scott
> makes the smear go away.
>
>
> On Sun, Jun 2, 2013 at 11:16 AM, Scott Palmer  wrote:
>
>> Try
>> -Dprism.order=sw
>> with JavaFS 8
>>
>> or
>> -Dprism.order=j2d
>> with JavaFX 2.2
>>
>> to see if the clipping issue goes away.
>>
>> Also try -Dprism.dirtyopts=false to see if that fixes the smearing.
>>
>>
>> On Sat, Jun 1, 2013 at 9:14 PM, Scott Palmer  wrote:
>>
>>> This looks like it may be related to the clipping issue that I'm having
>>> (the one that forces me o use the software pipeline in JavaFX 8 or the j2d
>>> pipeline in JavaX 2.2)
>>>
>>> https://javafx-jira.kenai.com/browse/RT-30591
>>>
>>> I'll try to do the same screencast thingy, as the still in my report
>>> don't do justice to the problem.
>>>
>>> Scott
>>>
>>>
>>> On Sat, Jun 1, 2013 at 8:55 PM, Richard Bair wrote:
>>>
 "Cheese" (the smear) should never be possible. It means that the clip
 used on the device is wrong for some reason, and therefore some area of the
 screen was not being repainted that needed to be. In Swing (or Android or
 any other immediate mode API) it is possible that your app could have a bug
 that causes this, but with the scene graph the responsibility is with JFX
 not to mess up the dirty regions.

 My guess is this is related to the other issue you already filed about
 the "z order" rendering issue (which is also related to the clip being
 wrong). It might be worth putting the link to the screencast on that bug
 report.

 Richard

 On Jun 1, 2013, at 3:21 PM, Daniel Zwolenski  wrote:

 > Here is one I can't reproduce in smaller code.
 >
 > http://www.screencast.com/t/AJZjx1TjFT
 >
 > You can see that when the enemies start off the canvas they end up
 leaving
 > a smear behind. When they leave the canvas at the other end they also
 > smear.
 >
 > I suspect it's something to do with the clipping code used in the
 game but
 > I haven't been able to narrow it down (and this area I was a bit
 flaky on
 > and I think Richard did the starting setup for).
 >
 > It's probably a case of clipping properly, but should this sort of
 > behaviour be even possible to occur?
 >
 > p.s. thanks for the Camtasia tips - nice product.


>>>
>>
>


Re: Canvas clip problems

2013-06-04 Thread Daniel Zwolenski
Finally got round to testing this and setting -Dprism.order=j2d as Scott
makes the smear go away.


On Sun, Jun 2, 2013 at 11:16 AM, Scott Palmer  wrote:

> Try
> -Dprism.order=sw
> with JavaFS 8
>
> or
> -Dprism.order=j2d
> with JavaFX 2.2
>
> to see if the clipping issue goes away.
>
> Also try -Dprism.dirtyopts=false to see if that fixes the smearing.
>
>
> On Sat, Jun 1, 2013 at 9:14 PM, Scott Palmer  wrote:
>
>> This looks like it may be related to the clipping issue that I'm having
>> (the one that forces me o use the software pipeline in JavaFX 8 or the j2d
>> pipeline in JavaX 2.2)
>>
>> https://javafx-jira.kenai.com/browse/RT-30591
>>
>> I'll try to do the same screencast thingy, as the still in my report
>> don't do justice to the problem.
>>
>> Scott
>>
>>
>> On Sat, Jun 1, 2013 at 8:55 PM, Richard Bair wrote:
>>
>>> "Cheese" (the smear) should never be possible. It means that the clip
>>> used on the device is wrong for some reason, and therefore some area of the
>>> screen was not being repainted that needed to be. In Swing (or Android or
>>> any other immediate mode API) it is possible that your app could have a bug
>>> that causes this, but with the scene graph the responsibility is with JFX
>>> not to mess up the dirty regions.
>>>
>>> My guess is this is related to the other issue you already filed about
>>> the "z order" rendering issue (which is also related to the clip being
>>> wrong). It might be worth putting the link to the screencast on that bug
>>> report.
>>>
>>> Richard
>>>
>>> On Jun 1, 2013, at 3:21 PM, Daniel Zwolenski  wrote:
>>>
>>> > Here is one I can't reproduce in smaller code.
>>> >
>>> > http://www.screencast.com/t/AJZjx1TjFT
>>> >
>>> > You can see that when the enemies start off the canvas they end up
>>> leaving
>>> > a smear behind. When they leave the canvas at the other end they also
>>> > smear.
>>> >
>>> > I suspect it's something to do with the clipping code used in the game
>>> but
>>> > I haven't been able to narrow it down (and this area I was a bit flaky
>>> on
>>> > and I think Richard did the starting setup for).
>>> >
>>> > It's probably a case of clipping properly, but should this sort of
>>> > behaviour be even possible to occur?
>>> >
>>> > p.s. thanks for the Camtasia tips - nice product.
>>>
>>>
>>
>


Re: Canvas clip problems

2013-06-01 Thread Scott Palmer
Try
-Dprism.order=sw
with JavaFS 8

or
-Dprism.order=j2d
with JavaFX 2.2

to see if the clipping issue goes away.

Also try -Dprism.dirtyopts=false to see if that fixes the smearing.


On Sat, Jun 1, 2013 at 9:14 PM, Scott Palmer  wrote:

> This looks like it may be related to the clipping issue that I'm having
> (the one that forces me o use the software pipeline in JavaFX 8 or the j2d
> pipeline in JavaX 2.2)
>
> https://javafx-jira.kenai.com/browse/RT-30591
>
> I'll try to do the same screencast thingy, as the still in my report don't
> do justice to the problem.
>
> Scott
>
>
> On Sat, Jun 1, 2013 at 8:55 PM, Richard Bair wrote:
>
>> "Cheese" (the smear) should never be possible. It means that the clip
>> used on the device is wrong for some reason, and therefore some area of the
>> screen was not being repainted that needed to be. In Swing (or Android or
>> any other immediate mode API) it is possible that your app could have a bug
>> that causes this, but with the scene graph the responsibility is with JFX
>> not to mess up the dirty regions.
>>
>> My guess is this is related to the other issue you already filed about
>> the "z order" rendering issue (which is also related to the clip being
>> wrong). It might be worth putting the link to the screencast on that bug
>> report.
>>
>> Richard
>>
>> On Jun 1, 2013, at 3:21 PM, Daniel Zwolenski  wrote:
>>
>> > Here is one I can't reproduce in smaller code.
>> >
>> > http://www.screencast.com/t/AJZjx1TjFT
>> >
>> > You can see that when the enemies start off the canvas they end up
>> leaving
>> > a smear behind. When they leave the canvas at the other end they also
>> > smear.
>> >
>> > I suspect it's something to do with the clipping code used in the game
>> but
>> > I haven't been able to narrow it down (and this area I was a bit flaky
>> on
>> > and I think Richard did the starting setup for).
>> >
>> > It's probably a case of clipping properly, but should this sort of
>> > behaviour be even possible to occur?
>> >
>> > p.s. thanks for the Camtasia tips - nice product.
>>
>>
>


Re: Canvas clip problems

2013-06-01 Thread Scott Palmer
This looks like it may be related to the clipping issue that I'm having
(the one that forces me o use the software pipeline in JavaFX 8 or the j2d
pipeline in JavaX 2.2)

https://javafx-jira.kenai.com/browse/RT-30591

I'll try to do the same screencast thingy, as the still in my report don't
do justice to the problem.

Scott


On Sat, Jun 1, 2013 at 8:55 PM, Richard Bair wrote:

> "Cheese" (the smear) should never be possible. It means that the clip used
> on the device is wrong for some reason, and therefore some area of the
> screen was not being repainted that needed to be. In Swing (or Android or
> any other immediate mode API) it is possible that your app could have a bug
> that causes this, but with the scene graph the responsibility is with JFX
> not to mess up the dirty regions.
>
> My guess is this is related to the other issue you already filed about the
> "z order" rendering issue (which is also related to the clip being wrong).
> It might be worth putting the link to the screencast on that bug report.
>
> Richard
>
> On Jun 1, 2013, at 3:21 PM, Daniel Zwolenski  wrote:
>
> > Here is one I can't reproduce in smaller code.
> >
> > http://www.screencast.com/t/AJZjx1TjFT
> >
> > You can see that when the enemies start off the canvas they end up
> leaving
> > a smear behind. When they leave the canvas at the other end they also
> > smear.
> >
> > I suspect it's something to do with the clipping code used in the game
> but
> > I haven't been able to narrow it down (and this area I was a bit flaky on
> > and I think Richard did the starting setup for).
> >
> > It's probably a case of clipping properly, but should this sort of
> > behaviour be even possible to occur?
> >
> > p.s. thanks for the Camtasia tips - nice product.
>
>


Re: Canvas clip problems

2013-06-01 Thread Richard Bair
"Cheese" (the smear) should never be possible. It means that the clip used on 
the device is wrong for some reason, and therefore some area of the screen was 
not being repainted that needed to be. In Swing (or Android or any other 
immediate mode API) it is possible that your app could have a bug that causes 
this, but with the scene graph the responsibility is with JFX not to mess up 
the dirty regions.

My guess is this is related to the other issue you already filed about the "z 
order" rendering issue (which is also related to the clip being wrong). It 
might be worth putting the link to the screencast on that bug report.

Richard

On Jun 1, 2013, at 3:21 PM, Daniel Zwolenski  wrote:

> Here is one I can't reproduce in smaller code.
> 
> http://www.screencast.com/t/AJZjx1TjFT
> 
> You can see that when the enemies start off the canvas they end up leaving
> a smear behind. When they leave the canvas at the other end they also
> smear.
> 
> I suspect it's something to do with the clipping code used in the game but
> I haven't been able to narrow it down (and this area I was a bit flaky on
> and I think Richard did the starting setup for).
> 
> It's probably a case of clipping properly, but should this sort of
> behaviour be even possible to occur?
> 
> p.s. thanks for the Camtasia tips - nice product.



Canvas clip problems

2013-06-01 Thread Daniel Zwolenski
Here is one I can't reproduce in smaller code.

http://www.screencast.com/t/AJZjx1TjFT

You can see that when the enemies start off the canvas they end up leaving
a smear behind. When they leave the canvas at the other end they also
smear.

I suspect it's something to do with the clipping code used in the game but
I haven't been able to narrow it down (and this area I was a bit flaky on
and I think Richard did the starting setup for).

It's probably a case of clipping properly, but should this sort of
behaviour be even possible to occur?

p.s. thanks for the Camtasia tips - nice product.