Update of bug #13179 (project wesnoth):

                  Status:                   Fixed => Ready For Test         
             Assigned to:                 boucman => alink                  
             Open/Closed:                  Closed => Open                   

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Follow-up Comment #4:

Reopen the bug and marking it "Ready for test" because
- it was not perfectly fixed
- better have some test by users with slow system
- I want to ping boucman about it for review

Boucman, the comment explains why 3 redraws were needed (+ I added a minor
optimization of screen update). I also removed my previous addition of
new_animation_frame(). It is now done by the third draw(), but maybe it can
be added again and replace that draw(), possibly latter in the code flow. I
was not sure, so I carefully just added a draw(). But note that
new_animation_frame() must be called before the start anim calls.

I also let the debug code which, at least on my system, showed the lack of
intermediate frames.

As mentioned on IRC, note that I also removed the "if" which was supposed to
prevent to skip frame, because it caused uglier glitch than a missing frame
or sound in a move, and was apparently useless because the other skip
prevention was working better (just quickly play the late frames, instead of
adding extra time to play them and make us more late and shifted)

I hesitate to move this code precisely where needed to avoid useless redraw
during AI or replay move (this also why I want to replace the third draw by a
new_animation_frame() call). But note sure if it's worth it or if there is too
much possible places.

It could be moved in mouse code where we ask to clear the black stripes. But
then in the same area, canceling the attack dialog also need it (I suspect
the result of some invalidate_all). And about that dialog, it seems that it
causes the same jumpy anim bug when clicking ok and starting the attack anim.
I will look at that later.


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