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and the window is a different aspect to the SDL_RenderSetLogicalSize().
It may affect other drawing methods, but I've only been using SDL_RenderFillRect.
It works ok on OpenGL, GLES, and software renderers. It works ok when using letterbox mode.
On 2018-11-08 12:42:59 +0000, Anthony @ POW Games wrote:
revising this bug since I've found it's not related to scaling.
This is quite serious. 2.0.9 release works OK, but this happens in the current mercurial source.
No special conditions needed to trigger bug. Simply create a direct3d renderer and resize the window and all drawing stops. SDL_RenderPresent can't return an error, but it does set one: Present(): INVALIDCALL
Also maybe related, but when the window is fullscreen-desktop, alt-tabbing away causes the window to not restore and stay the size of a tab on top-left of the screen. I've submitted a recent bug that may also be related:
On 2018-11-08 12:44:20 +0000, Anthony @ POW Games wrote:
Created attachment 3464
This test code shows the problem more clearly
On 2018-11-08 13:50:42 +0000, Ozkan Sezer wrote:
(In reply to Anthony @ POW Games from comment # 1)
2.0.9 release works OK, but this happens in the
current mercurial source.
Changing version to hg/2.0 then.
On 2018-11-18 23:10:25 +0000, Malte Kießling wrote:
I also managed to observe this with the current hg source.
For me the drawing does not stop however, the size of the area drawn to just becomes that of the smallest size of the window. If i resize it back to something bigger the rest just stays black.
It is as if constantly calling SDL_RenderSetViewport with the size of the smallest window.
I also tried calling SDL_RenderSetViewport explicitly after receiving the resize event without success.
Tested with SDL_ SDL_RenderDrawLine and SDL_RenderCopyEx.
On 2018-11-19 19:59:33 +0000, Malte Kießling wrote:
Created attachment 3500
patch that frees all vbos before reset is called
To fix this, vbos need to be created either with D3DPOOL_MANAGED or be explicitly freed.
I attatched a patch that does use the latter. It solves the problem, at least on my machine.
As far as i can see, the vbos are allocated as they are needed anyways, so that, to me, appears as the cleaner solution.
~mkalte
On 2018-11-22 08:32:35 +0000, Ryan C. Gordon wrote:
To fix this, vbos need to be created either with D3DPOOL_MANAGED or be
explicitly freed.
Whoops, this is a good catch. I'll apply this fix soon.
--ryan.
On 2018-12-03 02:04:46 +0000, Ryan C. Gordon wrote:
This bug report was migrated from our old Bugzilla tracker.
These attachments are available in the static archive:
Reported in version: HG 2.0
Reported for operating system, platform: Windows 10, All
Comments on the original bug report:
On 2018-11-05 00:18:32 +0000, Anthony @ POW Games wrote:
On 2018-11-08 12:42:59 +0000, Anthony @ POW Games wrote:
On 2018-11-08 12:44:20 +0000, Anthony @ POW Games wrote:
On 2018-11-08 13:50:42 +0000, Ozkan Sezer wrote:
On 2018-11-18 23:10:25 +0000, Malte Kießling wrote:
On 2018-11-19 19:59:33 +0000, Malte Kießling wrote:
On 2018-11-22 08:32:35 +0000, Ryan C. Gordon wrote:
On 2018-12-03 02:04:46 +0000, Ryan C. Gordon wrote:
The text was updated successfully, but these errors were encountered: