The proposal to merge lp:~widelands-dev/widelands/render_queue into
lp:widelands has been updated.
Status: Needs review => Merged
For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/render_queue/+merge/250524
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Thanks!
@bunnbot merge
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Wasn't merged due to a typo ;)
@bunnybot merge
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Review: Approve
The roads looks fine :-)
Sorry that i didn't told this explicitly. I was also confused, because i saw
this branch already merged...
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@kaputtnik: How are the roads? Is the fuzzy roads bug in this branch now fixed?
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In r7687 the build help is ok. It seems that the latest merge is also the
culprit for some compiler warnings about unused variables.
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lp:~widelands-dev/wideland
Yes, the build help is broken. When toggeling the build help it shows only the
little red house for small buildings for all places and it appears also on
mountains and water.
Hm, i don't remember seeing this the first time i test this branch.
https://bugs.launchpad.net/widelands/+bug/1425870/+a
The buildhelp is also broken in trunk, so not the fault of this branch. Please
test, so we can get it merged.
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There is nothing obvious on your last commit that should cause the problem with
the build help.
We can consider Bug 1519361 to be fixed in this branch, because it appeared on
all systems.
I just noticed one more thing:
class RenderQueue {
public:
enum Program {
Any specific re
Thanks for the review. I addressed all comments. I might have made a mistake
though, it seems that the buildhelp is now broken. Can somebody repo that?
Bug 1519361 does not happen for me with this branch.
Diff comments:
>
> === added file 'src/graphic/gl/coordinate_conversion.h'
> --- src/
Review: Approve
I agree that it is an improvement.
Since I'm still on he dead slow virtual machine, I will give my OK if somebody
who can reproduce the fuzzy roads does some testing to confirm that the problem
is fixed on their machine - I expect that the problem will have been the same
one.
Followup bug for the line issue:
https://bugs.launchpad.net/widelands/+bug/1531114
Thanks for testing, everybody!
@bunnbot merge
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The graph lines are buggy and not intended that way. I will open a bug report
for them when merging this branch. I'd like to get it in sooner than later
though as it is pretty high maintenance to keep it updated.
You have a keen eye, kaputtnik :)
In fact the 'artifacts' are already in the origi
Some graphics have very little white artifacts in comparison with trunk. Best
to see on the screenshot where left is the render queue branch and right
current trunk. Compare the mountain terrains in first column and third row.
Some terrains appear clearer (the first two in first row).
https://l
Review: Approve
Some minor issues with axis, ticks and graphs in the statistics window:
https://imgur.com/nkf8VCn
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After quick testing I found nothing bad, only lines in 'General statistics' are
now dots or kind of commas...
I will try a long time testing...
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Review: Resubmit
Okay, I think the road issue is now fixed. Could I get another look?
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The proposal to merge lp:~widelands-dev/widelands/render_queue into
lp:widelands has been updated.
Commit Message changed to:
- Implemented a RenderQueue. All drawing operations during drawing only
register an item into the queue, at the end of the frame, the RenderQueue
will draw everything
On windows the only glitch i can see are the road textures.
Switching from/to fullscreen, menues, everything else seems fine!
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I could confirm the fuzzy roads. Additionally the buildings menu is messed up.
I put a screenshot into the bug 1425870.
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Setting MARGIN to 0 gives me the correct size for small roads, but the
rendering is still fuzzy.
I also killed the build directory and compiled again from scratch to rule out
compiler hiccups.
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I cannot reproduce the problem with the roads, they look fine on my computer.
Could you try out to change the value of MARGIN here:
http://bazaar.launchpad.net/~widelands-dev/widelands/render_queue/view/7400/src/graphic/gl/road_program.cc#L129
It must be as small as possible but it might have ar
Did some more testing - now the roads look funny. I have attached a screenshot
to the bug.
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Yes, they show up for me. Here they are for convenience:
527 + i.blend_mode = BlendMode::UseAlpha;
528 + // RenderQueue::instance().enqueue(i);
529 +
GunChleoc (gunchleoc) wrote on 2015-03-25:
Why is this commented out?
1412+// TODO(sirver): This is a hack to make sure we are samp
> Some minor nits with my proofreader glasses on.
They do not show up in Launchpad. Did you submit your changes/add the comments
into the diff?
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Review: Resubmit
All mentioned bugs fixed
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