Re: Canvas clip problems
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
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
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
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
"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
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.