Bugs item #3281206, was opened at 2011-04-08 23:07
Message generated for change (Comment added) made by zmoelnig
You can respond by visiting:
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Please note that this message will contain a full copy of the comment thread,
including the initial issue submission, for this request,
not just the latest update.
Category: rendering (e.g. display)
Group: any operating system
Status: Pending
Resolution: None
Priority: 7
Private: No
Submitted By: Matteo Sisti Sette (sistisette)
Assigned to: Nobody/Anonymous (nobody)
Summary: thin white primitive borders are shown despite texture
Initial Comment:
Sometimes, depending on their size and/or position, rectangles (and I guess other polygons too but I mainly work with rectangles) are shown with a thin white border even if they are textured with a pix that has no white pixel in the proximity of the border, e.g. a completely black image or an image whose pixels close to the border are all black or transparent.
This has been there for years, I've always seen this happen since I use gem, across many versions. This happens both with Linux and Windows, i don't know on Mac OS.
If a rectangle is moving or changing size, the borders appear and disappear. Most of the time they are absent, I mean the values of position and size that cause the borders to appear are just a small fraction of the total.
----------------------------------------------------------------------
>Comment By: IOhannes m zmölnig (zmoelnig)
Date: 2011-08-16 22:41
Message:
as for [gemframebuffer], i really don't know why CLAMP is used rather than
CLAMP_TO_EDGE; it was most likely forgotten...
but apart from that, CLAMP_TO_EDGE is already used (and that's at least
since 0.91)
----------------------------------------------------------------------
Comment By: Cyrille Henry (nusmuk)
Date: 2011-08-16 21:25
Message:
hello,
yes, GL_CLAMP_TO_EDGE is better than GL_CLAMP.
The grep does not say a lot about the code. if you have a look in
pix_texture.cpp :
if (type)
m_repeat = GL_REPEAT;
else {
if(GLEW_EXT_texture_edge_clamp)
m_repeat = GL_CLAMP_TO_EDGE;
else
m_repeat = GL_CLAMP;
}
when repeat mode = 0, then m_repeat is GL_CLAMP_TO_EDGE if possible, or
GL_CLAMP if not.
it's the same about pix_imageInPlace and pix_cubemap.
it's not the same for framebuffer, but there certainly is a good reason
for this.
c
----------------------------------------------------------------------
Comment By: Nobody/Anonymous (nobody)
Date: 2011-08-16 19:15
Message:
Guessing at the cause here, but I'm led to believe GL_CLAMP is mostly
wrong, and GL_CLAMP_TO_EDGE is to be preferred almost always...
http://www.opengl.org/wiki/Common_Mistakes#Texture_edge_color_problem
claude@zebimus:~/code/pd-gem$ grep -Rwn "GL_CLAMP" . | grep -v \\.svn
./Gem/ChangeLog:4473: "GL_CLAMP" when doing rectangle-textures, as they
will ignore
./Gem/src/Pixes/pix_imageInPlace.cpp:216: m_repeat = GL_CLAMP;
./Gem/src/Pixes/pix_cubemap.cpp:365: m_repeat = GL_CLAMP;
./Gem/src/Pixes/pix_texture.cpp:118: // NPOT: GL_CLAMP,
GL_CLAMP_TO_EDGE, GL_CLAMP_TO_BORDER
./Gem/src/Pixes/pix_texture.cpp:690: m_repeat = GL_CLAMP;
./Gem/src/Gem/glew.h:698:#define GL_CLAMP 0x2900
./Gem/src/Controls/gemframebuffer.cpp:284: glTexParameterf(m_texTarget,
GL_TEXTURE_WRAP_S, GL_CLAMP);
./Gem/src/Controls/gemframebuffer.cpp:285: glTexParameterf(m_texTarget,
GL_TEXTURE_WRAP_T, GL_CLAMP);
./Gem/src/Utils/GLUtil_generated.h:86: if (!strcmp(name,
"GL_CLAMP")) return GL_CLAMP;
./GemLibs/FTGL/test/FTTextureGlyph-Test.cpp:42:
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
./GemLibs/FTGL/test/FTTextureGlyph-Test.cpp:43:
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
./GemLibs/FTGL/test/FTTextureGlyph-Test.cpp:69:
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
./GemLibs/FTGL/test/FTTextureGlyph-Test.cpp:70:
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
./GemLibs/FTGL/src/FTGLTextureFont.cpp:128: glTexParameteri(
GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
./GemLibs/FTGL/src/FTGLTextureFont.cpp:129: glTexParameteri(
GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
./GemLibs/FTGL/include/FTGLTextureFont.h:85: * GL_TEXTURE_WRAP_S =
GL_CLAMP
./GemLibs/FTGL/include/FTGLTextureFont.h:86: * GL_TEXTURE_WRAP_T =
GL_CLAMP
Incidentally, could these better be ...i instead of ...f function calls?
claude@zebimus:~/code/pd-gem$ grep -Rn "glTexParameterf" . | grep -v
\\.svn | grep -v GL_TEXTURE_PRIORITY | grep -v src/openGL | grep -v glew\.h
| grep -v build/ | grep -v GEM
./Gem/src/Pixes/pix_imageInPlace.cpp:156: glTexParameterf(GL_TEXTURE_2D,
GL_TEXTURE_WRAP_S, m_repeat);
./Gem/src/Pixes/pix_imageInPlace.cpp:157: glTexParameterf(GL_TEXTURE_2D,
GL_TEXTURE_WRAP_T, m_repeat);
./Gem/src/Pixes/pix_cubemap.cpp:112: glTexParameterf(m_textureType,
GL_TEXTURE_MIN_FILTER, m_textureQuality);
./Gem/src/Pixes/pix_cubemap.cpp:113: glTexParameterf(m_textureType,
GL_TEXTURE_MAG_FILTER, m_textureQuality);
./Gem/src/Pixes/pix_cubemap.cpp:114: glTexParameterf(m_textureType,
GL_TEXTURE_WRAP_S, m_repeat);
./Gem/src/Pixes/pix_cubemap.cpp:115: glTexParameterf(m_textureType,
GL_TEXTURE_WRAP_T, m_repeat);
./Gem/src/Pixes/pix_cubemap.cpp:347: glTexParameterf(m_textureType,
GL_TEXTURE_MAG_FILTER, m_textureQuality);
./Gem/src/Pixes/pix_cubemap.cpp:348: glTexParameterf(m_textureType,
GL_TEXTURE_MIN_FILTER, m_textureQuality);
./Gem/src/Pixes/pix_cubemap.cpp:371: glTexParameterf(m_textureType,
GL_TEXTURE_WRAP_S, m_repeat);
./Gem/src/Pixes/pix_cubemap.cpp:372: glTexParameterf(m_textureType,
GL_TEXTURE_WRAP_T, m_repeat);
./Gem/src/Pixes/pix_snap2tex.cpp:90: glTexParameterf(m_textureType,
GL_TEXTURE_WRAP_S, m_repeat);
./Gem/src/Pixes/pix_snap2tex.cpp:91: glTexParameterf(m_textureType,
GL_TEXTURE_WRAP_T, m_repeat);
./Gem/src/Pixes/pix_snap2tex.cpp:365: glTexParameterf(m_textureType,
GL_TEXTURE_WRAP_S, m_repeat);
./Gem/src/Pixes/pix_snap2tex.cpp:366: glTexParameterf(m_textureType,
GL_TEXTURE_WRAP_T, m_repeat);
./Gem/src/Pixes/pix_texture.cpp:137: glTexParameterf(m_textureType,
GL_TEXTURE_MIN_FILTER, m_textureQuality);
./Gem/src/Pixes/pix_texture.cpp:138: glTexParameterf(m_textureType,
GL_TEXTURE_MAG_FILTER, m_textureQuality);
./Gem/src/Pixes/pix_texture.cpp:139: glTexParameterf(m_textureType,
GL_TEXTURE_WRAP_S, m_repeat);
./Gem/src/Pixes/pix_texture.cpp:140: glTexParameterf(m_textureType,
GL_TEXTURE_WRAP_T, m_repeat);
./Gem/src/Pixes/pix_texture.cpp:270: glTexParameterf(m_textureType,
GL_TEXTURE_MAG_FILTER, m_textureQuality);
./Gem/src/Pixes/pix_texture.cpp:271: glTexParameterf(m_textureType,
GL_TEXTURE_MIN_FILTER, m_textureQuality);
./Gem/src/Pixes/pix_texture.cpp:657: glTexParameterf(m_textureType,
GL_TEXTURE_MAG_FILTER, m_textureQuality);
./Gem/src/Pixes/pix_texture.cpp:658: glTexParameterf(m_textureType,
GL_TEXTURE_MIN_FILTER, m_textureQuality);
./Gem/src/Pixes/pix_texture.cpp:696: glTexParameterf(m_textureType,
GL_TEXTURE_WRAP_S, m_repeat);
./Gem/src/Pixes/pix_texture.cpp:697: glTexParameterf(m_textureType,
GL_TEXTURE_WRAP_T, m_repeat);
./Gem/src/Pixes/pix_movieOS.cpp:271: glTexParameterf(GL_TEXTURE_2D,
GL_TEXTURE_WRAP_S, GL_REPEAT);
./Gem/src/Pixes/pix_movieOS.cpp:272: glTexParameterf(GL_TEXTURE_2D,
GL_TEXTURE_WRAP_T, GL_REPEAT);
./Gem/src/Controls/gemframebuffer.cpp:284: glTexParameterf(m_texTarget,
GL_TEXTURE_WRAP_S, GL_CLAMP);
./Gem/src/Controls/gemframebuffer.cpp:285: glTexParameterf(m_texTarget,
GL_TEXTURE_WRAP_T, GL_CLAMP);
----------------------------------------------------------------------
Comment By: IOhannes m zmölnig (zmoelnig)
Date: 2011-08-16 18:33
Message:
it's hardware/driver specific as the openGL standard doesn't specify
exactly how it ought to be done (afair); i mainly follow cyrille's arguing
here.
the workaround is to e.g. set "repeat" mode and/or the "quality" mode of
texture.
you can apply a global defaul by adding lines for "texture.quality" and
"texture.repeat" to your gem.conf;
something like:
<gem.conf>
texture.quality 0
</gem.conf>
----------------------------------------------------------------------
Comment By: Matteo Sisti Sette (sistisette)
Date: 2011-08-16 18:27
Message:
Sorry it was me asking the last question (damn the fake "remember me"
checkbox, I reported that but the admins like the way it is)
----------------------------------------------------------------------
Comment By: Nobody/Anonymous (nobody)
Date: 2011-08-16 18:24
Message:
What hardware/driver is this specific to? What's the workaround in
gem.conf?
----------------------------------------------------------------------
Comment By: IOhannes m zmölnig (zmoelnig)
Date: 2011-08-16 18:01
Message:
given that the problem is hardware/driver specific, there is a workaround
_and_ the workaround can be done globally using gem.conf (in >=0.93), i
think this can be closed.
----------------------------------------------------------------------
Comment By: Matteo Sisti Sette (sistisette)
Date: 2011-04-23 17:39
Message:
Does the hardware really interpolate textures the wrong way? Are we sure
Gem is asking the hardware the right thing? If "repeat" is the fix, i
suspect it may mask the issue (i.e. make it less evident in some but not
all situations) rather than fix it, but I haven't tried it actually.
----------------------------------------------------------------------
Comment By: Cyrille Henry (nusmuk)
Date: 2011-04-09 00:35
Message:
This is not a gem problem. it's the way the hardware interpolate a texture.
i don't remember the exact configuration, but changing the default value
of "quality" and/or "repeat" of pix_texture change can fix this problem.
since it's not gem fault, and gem offer a solution, i think this can be
closed.
----------------------------------------------------------------------
Comment By: Matteo Sisti Sette (sistisette)
Date: 2011-04-08 23:10
Message:
I hope it is ok to rise the priority. Though this is an old bug, it is a
real showstopper in a range of situations.
----------------------------------------------------------------------
You can respond by visiting:
https://sourceforge.net/tracker/?func=detail&atid=507079&aid=3281206&group_…
Bugs item #3281206, was opened at 2011-04-08 21:07
Message generated for change (Comment added) made by nusmuk
You can respond by visiting:
https://sourceforge.net/tracker/?func=detail&atid=507079&aid=3281206&group_…
Please note that this message will contain a full copy of the comment thread,
including the initial issue submission, for this request,
not just the latest update.
Category: rendering (e.g. display)
Group: any operating system
Status: Pending
Resolution: None
Priority: 7
Private: No
Submitted By: Matteo Sisti Sette (sistisette)
Assigned to: Nobody/Anonymous (nobody)
Summary: thin white primitive borders are shown despite texture
Initial Comment:
Sometimes, depending on their size and/or position, rectangles (and I guess other polygons too but I mainly work with rectangles) are shown with a thin white border even if they are textured with a pix that has no white pixel in the proximity of the border, e.g. a completely black image or an image whose pixels close to the border are all black or transparent.
This has been there for years, I've always seen this happen since I use gem, across many versions. This happens both with Linux and Windows, i don't know on Mac OS.
If a rectangle is moving or changing size, the borders appear and disappear. Most of the time they are absent, I mean the values of position and size that cause the borders to appear are just a small fraction of the total.
----------------------------------------------------------------------
Comment By: Cyrille Henry (nusmuk)
Date: 2011-08-16 19:25
Message:
hello,
yes, GL_CLAMP_TO_EDGE is better than GL_CLAMP.
The grep does not say a lot about the code. if you have a look in
pix_texture.cpp :
if (type)
m_repeat = GL_REPEAT;
else {
if(GLEW_EXT_texture_edge_clamp)
m_repeat = GL_CLAMP_TO_EDGE;
else
m_repeat = GL_CLAMP;
}
when repeat mode = 0, then m_repeat is GL_CLAMP_TO_EDGE if possible, or
GL_CLAMP if not.
it's the same about pix_imageInPlace and pix_cubemap.
it's not the same for framebuffer, but there certainly is a good reason
for this.
c
----------------------------------------------------------------------
Comment By: Nobody/Anonymous (nobody)
Date: 2011-08-16 17:15
Message:
Guessing at the cause here, but I'm led to believe GL_CLAMP is mostly
wrong, and GL_CLAMP_TO_EDGE is to be preferred almost always...
http://www.opengl.org/wiki/Common_Mistakes#Texture_edge_color_problem
claude@zebimus:~/code/pd-gem$ grep -Rwn "GL_CLAMP" . | grep -v \\.svn
./Gem/ChangeLog:4473: "GL_CLAMP" when doing rectangle-textures, as they
will ignore
./Gem/src/Pixes/pix_imageInPlace.cpp:216: m_repeat = GL_CLAMP;
./Gem/src/Pixes/pix_cubemap.cpp:365: m_repeat = GL_CLAMP;
./Gem/src/Pixes/pix_texture.cpp:118: // NPOT: GL_CLAMP,
GL_CLAMP_TO_EDGE, GL_CLAMP_TO_BORDER
./Gem/src/Pixes/pix_texture.cpp:690: m_repeat = GL_CLAMP;
./Gem/src/Gem/glew.h:698:#define GL_CLAMP 0x2900
./Gem/src/Controls/gemframebuffer.cpp:284: glTexParameterf(m_texTarget,
GL_TEXTURE_WRAP_S, GL_CLAMP);
./Gem/src/Controls/gemframebuffer.cpp:285: glTexParameterf(m_texTarget,
GL_TEXTURE_WRAP_T, GL_CLAMP);
./Gem/src/Utils/GLUtil_generated.h:86: if (!strcmp(name,
"GL_CLAMP")) return GL_CLAMP;
./GemLibs/FTGL/test/FTTextureGlyph-Test.cpp:42:
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
./GemLibs/FTGL/test/FTTextureGlyph-Test.cpp:43:
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
./GemLibs/FTGL/test/FTTextureGlyph-Test.cpp:69:
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
./GemLibs/FTGL/test/FTTextureGlyph-Test.cpp:70:
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
./GemLibs/FTGL/src/FTGLTextureFont.cpp:128: glTexParameteri(
GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
./GemLibs/FTGL/src/FTGLTextureFont.cpp:129: glTexParameteri(
GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
./GemLibs/FTGL/include/FTGLTextureFont.h:85: * GL_TEXTURE_WRAP_S =
GL_CLAMP
./GemLibs/FTGL/include/FTGLTextureFont.h:86: * GL_TEXTURE_WRAP_T =
GL_CLAMP
Incidentally, could these better be ...i instead of ...f function calls?
claude@zebimus:~/code/pd-gem$ grep -Rn "glTexParameterf" . | grep -v
\\.svn | grep -v GL_TEXTURE_PRIORITY | grep -v src/openGL | grep -v glew\.h
| grep -v build/ | grep -v GEM
./Gem/src/Pixes/pix_imageInPlace.cpp:156: glTexParameterf(GL_TEXTURE_2D,
GL_TEXTURE_WRAP_S, m_repeat);
./Gem/src/Pixes/pix_imageInPlace.cpp:157: glTexParameterf(GL_TEXTURE_2D,
GL_TEXTURE_WRAP_T, m_repeat);
./Gem/src/Pixes/pix_cubemap.cpp:112: glTexParameterf(m_textureType,
GL_TEXTURE_MIN_FILTER, m_textureQuality);
./Gem/src/Pixes/pix_cubemap.cpp:113: glTexParameterf(m_textureType,
GL_TEXTURE_MAG_FILTER, m_textureQuality);
./Gem/src/Pixes/pix_cubemap.cpp:114: glTexParameterf(m_textureType,
GL_TEXTURE_WRAP_S, m_repeat);
./Gem/src/Pixes/pix_cubemap.cpp:115: glTexParameterf(m_textureType,
GL_TEXTURE_WRAP_T, m_repeat);
./Gem/src/Pixes/pix_cubemap.cpp:347: glTexParameterf(m_textureType,
GL_TEXTURE_MAG_FILTER, m_textureQuality);
./Gem/src/Pixes/pix_cubemap.cpp:348: glTexParameterf(m_textureType,
GL_TEXTURE_MIN_FILTER, m_textureQuality);
./Gem/src/Pixes/pix_cubemap.cpp:371: glTexParameterf(m_textureType,
GL_TEXTURE_WRAP_S, m_repeat);
./Gem/src/Pixes/pix_cubemap.cpp:372: glTexParameterf(m_textureType,
GL_TEXTURE_WRAP_T, m_repeat);
./Gem/src/Pixes/pix_snap2tex.cpp:90: glTexParameterf(m_textureType,
GL_TEXTURE_WRAP_S, m_repeat);
./Gem/src/Pixes/pix_snap2tex.cpp:91: glTexParameterf(m_textureType,
GL_TEXTURE_WRAP_T, m_repeat);
./Gem/src/Pixes/pix_snap2tex.cpp:365: glTexParameterf(m_textureType,
GL_TEXTURE_WRAP_S, m_repeat);
./Gem/src/Pixes/pix_snap2tex.cpp:366: glTexParameterf(m_textureType,
GL_TEXTURE_WRAP_T, m_repeat);
./Gem/src/Pixes/pix_texture.cpp:137: glTexParameterf(m_textureType,
GL_TEXTURE_MIN_FILTER, m_textureQuality);
./Gem/src/Pixes/pix_texture.cpp:138: glTexParameterf(m_textureType,
GL_TEXTURE_MAG_FILTER, m_textureQuality);
./Gem/src/Pixes/pix_texture.cpp:139: glTexParameterf(m_textureType,
GL_TEXTURE_WRAP_S, m_repeat);
./Gem/src/Pixes/pix_texture.cpp:140: glTexParameterf(m_textureType,
GL_TEXTURE_WRAP_T, m_repeat);
./Gem/src/Pixes/pix_texture.cpp:270: glTexParameterf(m_textureType,
GL_TEXTURE_MAG_FILTER, m_textureQuality);
./Gem/src/Pixes/pix_texture.cpp:271: glTexParameterf(m_textureType,
GL_TEXTURE_MIN_FILTER, m_textureQuality);
./Gem/src/Pixes/pix_texture.cpp:657: glTexParameterf(m_textureType,
GL_TEXTURE_MAG_FILTER, m_textureQuality);
./Gem/src/Pixes/pix_texture.cpp:658: glTexParameterf(m_textureType,
GL_TEXTURE_MIN_FILTER, m_textureQuality);
./Gem/src/Pixes/pix_texture.cpp:696: glTexParameterf(m_textureType,
GL_TEXTURE_WRAP_S, m_repeat);
./Gem/src/Pixes/pix_texture.cpp:697: glTexParameterf(m_textureType,
GL_TEXTURE_WRAP_T, m_repeat);
./Gem/src/Pixes/pix_movieOS.cpp:271: glTexParameterf(GL_TEXTURE_2D,
GL_TEXTURE_WRAP_S, GL_REPEAT);
./Gem/src/Pixes/pix_movieOS.cpp:272: glTexParameterf(GL_TEXTURE_2D,
GL_TEXTURE_WRAP_T, GL_REPEAT);
./Gem/src/Controls/gemframebuffer.cpp:284: glTexParameterf(m_texTarget,
GL_TEXTURE_WRAP_S, GL_CLAMP);
./Gem/src/Controls/gemframebuffer.cpp:285: glTexParameterf(m_texTarget,
GL_TEXTURE_WRAP_T, GL_CLAMP);
----------------------------------------------------------------------
Comment By: IOhannes m zmölnig (zmoelnig)
Date: 2011-08-16 16:33
Message:
it's hardware/driver specific as the openGL standard doesn't specify
exactly how it ought to be done (afair); i mainly follow cyrille's arguing
here.
the workaround is to e.g. set "repeat" mode and/or the "quality" mode of
texture.
you can apply a global defaul by adding lines for "texture.quality" and
"texture.repeat" to your gem.conf;
something like:
<gem.conf>
texture.quality 0
</gem.conf>
----------------------------------------------------------------------
Comment By: Matteo Sisti Sette (sistisette)
Date: 2011-08-16 16:27
Message:
Sorry it was me asking the last question (damn the fake "remember me"
checkbox, I reported that but the admins like the way it is)
----------------------------------------------------------------------
Comment By: Nobody/Anonymous (nobody)
Date: 2011-08-16 16:24
Message:
What hardware/driver is this specific to? What's the workaround in
gem.conf?
----------------------------------------------------------------------
Comment By: IOhannes m zmölnig (zmoelnig)
Date: 2011-08-16 16:01
Message:
given that the problem is hardware/driver specific, there is a workaround
_and_ the workaround can be done globally using gem.conf (in >=0.93), i
think this can be closed.
----------------------------------------------------------------------
Comment By: Matteo Sisti Sette (sistisette)
Date: 2011-04-23 15:39
Message:
Does the hardware really interpolate textures the wrong way? Are we sure
Gem is asking the hardware the right thing? If "repeat" is the fix, i
suspect it may mask the issue (i.e. make it less evident in some but not
all situations) rather than fix it, but I haven't tried it actually.
----------------------------------------------------------------------
Comment By: Cyrille Henry (nusmuk)
Date: 2011-04-08 22:35
Message:
This is not a gem problem. it's the way the hardware interpolate a texture.
i don't remember the exact configuration, but changing the default value
of "quality" and/or "repeat" of pix_texture change can fix this problem.
since it's not gem fault, and gem offer a solution, i think this can be
closed.
----------------------------------------------------------------------
Comment By: Matteo Sisti Sette (sistisette)
Date: 2011-04-08 21:10
Message:
I hope it is ok to rise the priority. Though this is an old bug, it is a
real showstopper in a range of situations.
----------------------------------------------------------------------
You can respond by visiting:
https://sourceforge.net/tracker/?func=detail&atid=507079&aid=3281206&group_…
Bugs item #3281206, was opened at 2011-04-08 21:07
Message generated for change (Comment added) made by nobody
You can respond by visiting:
https://sourceforge.net/tracker/?func=detail&atid=507079&aid=3281206&group_…
Please note that this message will contain a full copy of the comment thread,
including the initial issue submission, for this request,
not just the latest update.
Category: rendering (e.g. display)
Group: any operating system
Status: Pending
Resolution: None
Priority: 7
Private: No
Submitted By: Matteo Sisti Sette (sistisette)
Assigned to: Nobody/Anonymous (nobody)
Summary: thin white primitive borders are shown despite texture
Initial Comment:
Sometimes, depending on their size and/or position, rectangles (and I guess other polygons too but I mainly work with rectangles) are shown with a thin white border even if they are textured with a pix that has no white pixel in the proximity of the border, e.g. a completely black image or an image whose pixels close to the border are all black or transparent.
This has been there for years, I've always seen this happen since I use gem, across many versions. This happens both with Linux and Windows, i don't know on Mac OS.
If a rectangle is moving or changing size, the borders appear and disappear. Most of the time they are absent, I mean the values of position and size that cause the borders to appear are just a small fraction of the total.
----------------------------------------------------------------------
Comment By: Nobody/Anonymous (nobody)
Date: 2011-08-16 17:15
Message:
Guessing at the cause here, but I'm led to believe GL_CLAMP is mostly
wrong, and GL_CLAMP_TO_EDGE is to be preferred almost always...
http://www.opengl.org/wiki/Common_Mistakes#Texture_edge_color_problem
claude@zebimus:~/code/pd-gem$ grep -Rwn "GL_CLAMP" . | grep -v \\.svn
./Gem/ChangeLog:4473: "GL_CLAMP" when doing rectangle-textures, as they
will ignore
./Gem/src/Pixes/pix_imageInPlace.cpp:216: m_repeat = GL_CLAMP;
./Gem/src/Pixes/pix_cubemap.cpp:365: m_repeat = GL_CLAMP;
./Gem/src/Pixes/pix_texture.cpp:118: // NPOT: GL_CLAMP,
GL_CLAMP_TO_EDGE, GL_CLAMP_TO_BORDER
./Gem/src/Pixes/pix_texture.cpp:690: m_repeat = GL_CLAMP;
./Gem/src/Gem/glew.h:698:#define GL_CLAMP 0x2900
./Gem/src/Controls/gemframebuffer.cpp:284: glTexParameterf(m_texTarget,
GL_TEXTURE_WRAP_S, GL_CLAMP);
./Gem/src/Controls/gemframebuffer.cpp:285: glTexParameterf(m_texTarget,
GL_TEXTURE_WRAP_T, GL_CLAMP);
./Gem/src/Utils/GLUtil_generated.h:86: if (!strcmp(name,
"GL_CLAMP")) return GL_CLAMP;
./GemLibs/FTGL/test/FTTextureGlyph-Test.cpp:42:
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
./GemLibs/FTGL/test/FTTextureGlyph-Test.cpp:43:
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
./GemLibs/FTGL/test/FTTextureGlyph-Test.cpp:69:
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
./GemLibs/FTGL/test/FTTextureGlyph-Test.cpp:70:
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
./GemLibs/FTGL/src/FTGLTextureFont.cpp:128: glTexParameteri(
GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
./GemLibs/FTGL/src/FTGLTextureFont.cpp:129: glTexParameteri(
GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
./GemLibs/FTGL/include/FTGLTextureFont.h:85: * GL_TEXTURE_WRAP_S =
GL_CLAMP
./GemLibs/FTGL/include/FTGLTextureFont.h:86: * GL_TEXTURE_WRAP_T =
GL_CLAMP
Incidentally, could these better be ...i instead of ...f function calls?
claude@zebimus:~/code/pd-gem$ grep -Rn "glTexParameterf" . | grep -v
\\.svn | grep -v GL_TEXTURE_PRIORITY | grep -v src/openGL | grep -v glew\.h
| grep -v build/ | grep -v GEM
./Gem/src/Pixes/pix_imageInPlace.cpp:156: glTexParameterf(GL_TEXTURE_2D,
GL_TEXTURE_WRAP_S, m_repeat);
./Gem/src/Pixes/pix_imageInPlace.cpp:157: glTexParameterf(GL_TEXTURE_2D,
GL_TEXTURE_WRAP_T, m_repeat);
./Gem/src/Pixes/pix_cubemap.cpp:112: glTexParameterf(m_textureType,
GL_TEXTURE_MIN_FILTER, m_textureQuality);
./Gem/src/Pixes/pix_cubemap.cpp:113: glTexParameterf(m_textureType,
GL_TEXTURE_MAG_FILTER, m_textureQuality);
./Gem/src/Pixes/pix_cubemap.cpp:114: glTexParameterf(m_textureType,
GL_TEXTURE_WRAP_S, m_repeat);
./Gem/src/Pixes/pix_cubemap.cpp:115: glTexParameterf(m_textureType,
GL_TEXTURE_WRAP_T, m_repeat);
./Gem/src/Pixes/pix_cubemap.cpp:347: glTexParameterf(m_textureType,
GL_TEXTURE_MAG_FILTER, m_textureQuality);
./Gem/src/Pixes/pix_cubemap.cpp:348: glTexParameterf(m_textureType,
GL_TEXTURE_MIN_FILTER, m_textureQuality);
./Gem/src/Pixes/pix_cubemap.cpp:371: glTexParameterf(m_textureType,
GL_TEXTURE_WRAP_S, m_repeat);
./Gem/src/Pixes/pix_cubemap.cpp:372: glTexParameterf(m_textureType,
GL_TEXTURE_WRAP_T, m_repeat);
./Gem/src/Pixes/pix_snap2tex.cpp:90: glTexParameterf(m_textureType,
GL_TEXTURE_WRAP_S, m_repeat);
./Gem/src/Pixes/pix_snap2tex.cpp:91: glTexParameterf(m_textureType,
GL_TEXTURE_WRAP_T, m_repeat);
./Gem/src/Pixes/pix_snap2tex.cpp:365: glTexParameterf(m_textureType,
GL_TEXTURE_WRAP_S, m_repeat);
./Gem/src/Pixes/pix_snap2tex.cpp:366: glTexParameterf(m_textureType,
GL_TEXTURE_WRAP_T, m_repeat);
./Gem/src/Pixes/pix_texture.cpp:137: glTexParameterf(m_textureType,
GL_TEXTURE_MIN_FILTER, m_textureQuality);
./Gem/src/Pixes/pix_texture.cpp:138: glTexParameterf(m_textureType,
GL_TEXTURE_MAG_FILTER, m_textureQuality);
./Gem/src/Pixes/pix_texture.cpp:139: glTexParameterf(m_textureType,
GL_TEXTURE_WRAP_S, m_repeat);
./Gem/src/Pixes/pix_texture.cpp:140: glTexParameterf(m_textureType,
GL_TEXTURE_WRAP_T, m_repeat);
./Gem/src/Pixes/pix_texture.cpp:270: glTexParameterf(m_textureType,
GL_TEXTURE_MAG_FILTER, m_textureQuality);
./Gem/src/Pixes/pix_texture.cpp:271: glTexParameterf(m_textureType,
GL_TEXTURE_MIN_FILTER, m_textureQuality);
./Gem/src/Pixes/pix_texture.cpp:657: glTexParameterf(m_textureType,
GL_TEXTURE_MAG_FILTER, m_textureQuality);
./Gem/src/Pixes/pix_texture.cpp:658: glTexParameterf(m_textureType,
GL_TEXTURE_MIN_FILTER, m_textureQuality);
./Gem/src/Pixes/pix_texture.cpp:696: glTexParameterf(m_textureType,
GL_TEXTURE_WRAP_S, m_repeat);
./Gem/src/Pixes/pix_texture.cpp:697: glTexParameterf(m_textureType,
GL_TEXTURE_WRAP_T, m_repeat);
./Gem/src/Pixes/pix_movieOS.cpp:271: glTexParameterf(GL_TEXTURE_2D,
GL_TEXTURE_WRAP_S, GL_REPEAT);
./Gem/src/Pixes/pix_movieOS.cpp:272: glTexParameterf(GL_TEXTURE_2D,
GL_TEXTURE_WRAP_T, GL_REPEAT);
./Gem/src/Controls/gemframebuffer.cpp:284: glTexParameterf(m_texTarget,
GL_TEXTURE_WRAP_S, GL_CLAMP);
./Gem/src/Controls/gemframebuffer.cpp:285: glTexParameterf(m_texTarget,
GL_TEXTURE_WRAP_T, GL_CLAMP);
----------------------------------------------------------------------
Comment By: IOhannes m zmölnig (zmoelnig)
Date: 2011-08-16 16:33
Message:
it's hardware/driver specific as the openGL standard doesn't specify
exactly how it ought to be done (afair); i mainly follow cyrille's arguing
here.
the workaround is to e.g. set "repeat" mode and/or the "quality" mode of
texture.
you can apply a global defaul by adding lines for "texture.quality" and
"texture.repeat" to your gem.conf;
something like:
<gem.conf>
texture.quality 0
</gem.conf>
----------------------------------------------------------------------
Comment By: Matteo Sisti Sette (sistisette)
Date: 2011-08-16 16:27
Message:
Sorry it was me asking the last question (damn the fake "remember me"
checkbox, I reported that but the admins like the way it is)
----------------------------------------------------------------------
Comment By: Nobody/Anonymous (nobody)
Date: 2011-08-16 16:24
Message:
What hardware/driver is this specific to? What's the workaround in
gem.conf?
----------------------------------------------------------------------
Comment By: IOhannes m zmölnig (zmoelnig)
Date: 2011-08-16 16:01
Message:
given that the problem is hardware/driver specific, there is a workaround
_and_ the workaround can be done globally using gem.conf (in >=0.93), i
think this can be closed.
----------------------------------------------------------------------
Comment By: Matteo Sisti Sette (sistisette)
Date: 2011-04-23 15:39
Message:
Does the hardware really interpolate textures the wrong way? Are we sure
Gem is asking the hardware the right thing? If "repeat" is the fix, i
suspect it may mask the issue (i.e. make it less evident in some but not
all situations) rather than fix it, but I haven't tried it actually.
----------------------------------------------------------------------
Comment By: Cyrille Henry (nusmuk)
Date: 2011-04-08 22:35
Message:
This is not a gem problem. it's the way the hardware interpolate a texture.
i don't remember the exact configuration, but changing the default value
of "quality" and/or "repeat" of pix_texture change can fix this problem.
since it's not gem fault, and gem offer a solution, i think this can be
closed.
----------------------------------------------------------------------
Comment By: Matteo Sisti Sette (sistisette)
Date: 2011-04-08 21:10
Message:
I hope it is ok to rise the priority. Though this is an old bug, it is a
real showstopper in a range of situations.
----------------------------------------------------------------------
You can respond by visiting:
https://sourceforge.net/tracker/?func=detail&atid=507079&aid=3281206&group_…
Bugs item #3281206, was opened at 2011-04-08 23:07
Message generated for change (Comment added) made by zmoelnig
You can respond by visiting:
https://sourceforge.net/tracker/?func=detail&atid=507079&aid=3281206&group_…
Please note that this message will contain a full copy of the comment thread,
including the initial issue submission, for this request,
not just the latest update.
Category: rendering (e.g. display)
Group: any operating system
Status: Pending
Resolution: None
Priority: 7
Private: No
Submitted By: Matteo Sisti Sette (sistisette)
Assigned to: Nobody/Anonymous (nobody)
Summary: thin white primitive borders are shown despite texture
Initial Comment:
Sometimes, depending on their size and/or position, rectangles (and I guess other polygons too but I mainly work with rectangles) are shown with a thin white border even if they are textured with a pix that has no white pixel in the proximity of the border, e.g. a completely black image or an image whose pixels close to the border are all black or transparent.
This has been there for years, I've always seen this happen since I use gem, across many versions. This happens both with Linux and Windows, i don't know on Mac OS.
If a rectangle is moving or changing size, the borders appear and disappear. Most of the time they are absent, I mean the values of position and size that cause the borders to appear are just a small fraction of the total.
----------------------------------------------------------------------
>Comment By: IOhannes m zmölnig (zmoelnig)
Date: 2011-08-16 18:33
Message:
it's hardware/driver specific as the openGL standard doesn't specify
exactly how it ought to be done (afair); i mainly follow cyrille's arguing
here.
the workaround is to e.g. set "repeat" mode and/or the "quality" mode of
texture.
you can apply a global defaul by adding lines for "texture.quality" and
"texture.repeat" to your gem.conf;
something like:
<gem.conf>
texture.quality 0
</gem.conf>
----------------------------------------------------------------------
Comment By: Matteo Sisti Sette (sistisette)
Date: 2011-08-16 18:27
Message:
Sorry it was me asking the last question (damn the fake "remember me"
checkbox, I reported that but the admins like the way it is)
----------------------------------------------------------------------
Comment By: Nobody/Anonymous (nobody)
Date: 2011-08-16 18:24
Message:
What hardware/driver is this specific to? What's the workaround in
gem.conf?
----------------------------------------------------------------------
Comment By: IOhannes m zmölnig (zmoelnig)
Date: 2011-08-16 18:01
Message:
given that the problem is hardware/driver specific, there is a workaround
_and_ the workaround can be done globally using gem.conf (in >=0.93), i
think this can be closed.
----------------------------------------------------------------------
Comment By: Matteo Sisti Sette (sistisette)
Date: 2011-04-23 17:39
Message:
Does the hardware really interpolate textures the wrong way? Are we sure
Gem is asking the hardware the right thing? If "repeat" is the fix, i
suspect it may mask the issue (i.e. make it less evident in some but not
all situations) rather than fix it, but I haven't tried it actually.
----------------------------------------------------------------------
Comment By: Cyrille Henry (nusmuk)
Date: 2011-04-09 00:35
Message:
This is not a gem problem. it's the way the hardware interpolate a texture.
i don't remember the exact configuration, but changing the default value
of "quality" and/or "repeat" of pix_texture change can fix this problem.
since it's not gem fault, and gem offer a solution, i think this can be
closed.
----------------------------------------------------------------------
Comment By: Matteo Sisti Sette (sistisette)
Date: 2011-04-08 23:10
Message:
I hope it is ok to rise the priority. Though this is an old bug, it is a
real showstopper in a range of situations.
----------------------------------------------------------------------
You can respond by visiting:
https://sourceforge.net/tracker/?func=detail&atid=507079&aid=3281206&group_…
Bugs item #3281206, was opened at 2011-04-08 23:07
Message generated for change (Comment added) made by sistisette
You can respond by visiting:
https://sourceforge.net/tracker/?func=detail&atid=507079&aid=3281206&group_…
Please note that this message will contain a full copy of the comment thread,
including the initial issue submission, for this request,
not just the latest update.
Category: rendering (e.g. display)
Group: any operating system
Status: Pending
Resolution: None
Priority: 7
Private: No
Submitted By: Matteo Sisti Sette (sistisette)
Assigned to: Nobody/Anonymous (nobody)
Summary: thin white primitive borders are shown despite texture
Initial Comment:
Sometimes, depending on their size and/or position, rectangles (and I guess other polygons too but I mainly work with rectangles) are shown with a thin white border even if they are textured with a pix that has no white pixel in the proximity of the border, e.g. a completely black image or an image whose pixels close to the border are all black or transparent.
This has been there for years, I've always seen this happen since I use gem, across many versions. This happens both with Linux and Windows, i don't know on Mac OS.
If a rectangle is moving or changing size, the borders appear and disappear. Most of the time they are absent, I mean the values of position and size that cause the borders to appear are just a small fraction of the total.
----------------------------------------------------------------------
Comment By: Matteo Sisti Sette (sistisette)
Date: 2011-08-16 18:27
Message:
Sorry it was me asking the last question (damn the fake "remember me"
checkbox, I reported that but the admins like the way it is)
----------------------------------------------------------------------
Comment By: Nobody/Anonymous (nobody)
Date: 2011-08-16 18:24
Message:
What hardware/driver is this specific to? What's the workaround in
gem.conf?
----------------------------------------------------------------------
Comment By: IOhannes m zmölnig (zmoelnig)
Date: 2011-08-16 18:01
Message:
given that the problem is hardware/driver specific, there is a workaround
_and_ the workaround can be done globally using gem.conf (in >=0.93), i
think this can be closed.
----------------------------------------------------------------------
Comment By: Matteo Sisti Sette (sistisette)
Date: 2011-04-23 17:39
Message:
Does the hardware really interpolate textures the wrong way? Are we sure
Gem is asking the hardware the right thing? If "repeat" is the fix, i
suspect it may mask the issue (i.e. make it less evident in some but not
all situations) rather than fix it, but I haven't tried it actually.
----------------------------------------------------------------------
Comment By: Cyrille Henry (nusmuk)
Date: 2011-04-09 00:35
Message:
This is not a gem problem. it's the way the hardware interpolate a texture.
i don't remember the exact configuration, but changing the default value
of "quality" and/or "repeat" of pix_texture change can fix this problem.
since it's not gem fault, and gem offer a solution, i think this can be
closed.
----------------------------------------------------------------------
Comment By: Matteo Sisti Sette (sistisette)
Date: 2011-04-08 23:10
Message:
I hope it is ok to rise the priority. Though this is an old bug, it is a
real showstopper in a range of situations.
----------------------------------------------------------------------
You can respond by visiting:
https://sourceforge.net/tracker/?func=detail&atid=507079&aid=3281206&group_…
Bugs item #3281206, was opened at 2011-04-08 21:07
Message generated for change (Comment added) made by nobody
You can respond by visiting:
https://sourceforge.net/tracker/?func=detail&atid=507079&aid=3281206&group_…
Please note that this message will contain a full copy of the comment thread,
including the initial issue submission, for this request,
not just the latest update.
Category: rendering (e.g. display)
Group: any operating system
Status: Pending
Resolution: None
Priority: 7
Private: No
Submitted By: Matteo Sisti Sette (sistisette)
Assigned to: Nobody/Anonymous (nobody)
Summary: thin white primitive borders are shown despite texture
Initial Comment:
Sometimes, depending on their size and/or position, rectangles (and I guess other polygons too but I mainly work with rectangles) are shown with a thin white border even if they are textured with a pix that has no white pixel in the proximity of the border, e.g. a completely black image or an image whose pixels close to the border are all black or transparent.
This has been there for years, I've always seen this happen since I use gem, across many versions. This happens both with Linux and Windows, i don't know on Mac OS.
If a rectangle is moving or changing size, the borders appear and disappear. Most of the time they are absent, I mean the values of position and size that cause the borders to appear are just a small fraction of the total.
----------------------------------------------------------------------
Comment By: Nobody/Anonymous (nobody)
Date: 2011-08-16 16:24
Message:
What hardware/driver is this specific to? What's the workaround in
gem.conf?
----------------------------------------------------------------------
Comment By: IOhannes m zmölnig (zmoelnig)
Date: 2011-08-16 16:01
Message:
given that the problem is hardware/driver specific, there is a workaround
_and_ the workaround can be done globally using gem.conf (in >=0.93), i
think this can be closed.
----------------------------------------------------------------------
Comment By: Matteo Sisti Sette (sistisette)
Date: 2011-04-23 15:39
Message:
Does the hardware really interpolate textures the wrong way? Are we sure
Gem is asking the hardware the right thing? If "repeat" is the fix, i
suspect it may mask the issue (i.e. make it less evident in some but not
all situations) rather than fix it, but I haven't tried it actually.
----------------------------------------------------------------------
Comment By: Cyrille Henry (nusmuk)
Date: 2011-04-08 22:35
Message:
This is not a gem problem. it's the way the hardware interpolate a texture.
i don't remember the exact configuration, but changing the default value
of "quality" and/or "repeat" of pix_texture change can fix this problem.
since it's not gem fault, and gem offer a solution, i think this can be
closed.
----------------------------------------------------------------------
Comment By: Matteo Sisti Sette (sistisette)
Date: 2011-04-08 21:10
Message:
I hope it is ok to rise the priority. Though this is an old bug, it is a
real showstopper in a range of situations.
----------------------------------------------------------------------
You can respond by visiting:
https://sourceforge.net/tracker/?func=detail&atid=507079&aid=3281206&group_…
Bugs item #3091491, was opened at 2010-10-20 22:02
Message generated for change (Comment added) made by zmoelnig
You can respond by visiting:
https://sourceforge.net/tracker/?func=detail&atid=507079&aid=3091491&group_…
Please note that this message will contain a full copy of the comment thread,
including the initial issue submission, for this request,
not just the latest update.
Category: rendering (e.g. display)
Group: None
>Status: Pending
>Resolution: Postponed
Priority: 5
Private: No
Submitted By: marius schebella (mariusschebella)
Assigned to: Nobody/Anonymous (nobody)
Summary: lights don't turn off when disconnected
Initial Comment:
lights do not stop to render when the patch-cord is disconnected. this is true for gem 0.92.3 on windows.
m.
----------------------------------------------------------------------
>Comment By: IOhannes m zmölnig (zmoelnig)
Date: 2011-08-16 18:11
Message:
svn now mentions the on/off messages
----------------------------------------------------------------------
Comment By: IOhannes m zmölnig (zmoelnig)
Date: 2011-08-16 18:06
Message:
it's more the way openGL is working (against how Pd is working)
i don't think this will be fixed anytime soon.
the simple way to turn on/off a specific light is by sending it 1/0
(i think this is missing in the help-files)
----------------------------------------------------------------------
Comment By: marius schebella (mariusschebella)
Date: 2010-10-23 22:19
Message:
no, I really think, this is a bug, because I see another problem related to
this: lighting in gemframebuffers does not work (can't have lights only in
gemframebuffer).
m.
----------------------------------------------------------------------
Comment By: kubriel (kubriel)
Date: 2010-10-21 13:38
Message:
last week i was wondering if this is a bug
they also dont react on turning off the gemhead
so same here on gem ver: 0.93.SVN rev3478M, 64bit ubuntu linux
----------------------------------------------------------------------
You can respond by visiting:
https://sourceforge.net/tracker/?func=detail&atid=507079&aid=3091491&group_…
Bugs item #3091491, was opened at 2010-10-20 22:02
Message generated for change (Comment added) made by zmoelnig
You can respond by visiting:
https://sourceforge.net/tracker/?func=detail&atid=507079&aid=3091491&group_…
Please note that this message will contain a full copy of the comment thread,
including the initial issue submission, for this request,
not just the latest update.
Category: rendering (e.g. display)
Group: None
Status: Open
Resolution: None
Priority: 5
Private: No
Submitted By: marius schebella (mariusschebella)
Assigned to: Nobody/Anonymous (nobody)
Summary: lights don't turn off when disconnected
Initial Comment:
lights do not stop to render when the patch-cord is disconnected. this is true for gem 0.92.3 on windows.
m.
----------------------------------------------------------------------
>Comment By: IOhannes m zmölnig (zmoelnig)
Date: 2011-08-16 18:06
Message:
it's more the way openGL is working (against how Pd is working)
i don't think this will be fixed anytime soon.
the simple way to turn on/off a specific light is by sending it 1/0
(i think this is missing in the help-files)
----------------------------------------------------------------------
Comment By: marius schebella (mariusschebella)
Date: 2010-10-23 22:19
Message:
no, I really think, this is a bug, because I see another problem related to
this: lighting in gemframebuffers does not work (can't have lights only in
gemframebuffer).
m.
----------------------------------------------------------------------
Comment By: kubriel (kubriel)
Date: 2010-10-21 13:38
Message:
last week i was wondering if this is a bug
they also dont react on turning off the gemhead
so same here on gem ver: 0.93.SVN rev3478M, 64bit ubuntu linux
----------------------------------------------------------------------
You can respond by visiting:
https://sourceforge.net/tracker/?func=detail&atid=507079&aid=3091491&group_…
Bugs item #3281206, was opened at 2011-04-08 23:07
Message generated for change (Comment added) made by zmoelnig
You can respond by visiting:
https://sourceforge.net/tracker/?func=detail&atid=507079&aid=3281206&group_…
Please note that this message will contain a full copy of the comment thread,
including the initial issue submission, for this request,
not just the latest update.
Category: rendering (e.g. display)
Group: any operating system
>Status: Pending
Resolution: None
Priority: 7
Private: No
Submitted By: Matteo Sisti Sette (sistisette)
Assigned to: Nobody/Anonymous (nobody)
Summary: thin white primitive borders are shown despite texture
Initial Comment:
Sometimes, depending on their size and/or position, rectangles (and I guess other polygons too but I mainly work with rectangles) are shown with a thin white border even if they are textured with a pix that has no white pixel in the proximity of the border, e.g. a completely black image or an image whose pixels close to the border are all black or transparent.
This has been there for years, I've always seen this happen since I use gem, across many versions. This happens both with Linux and Windows, i don't know on Mac OS.
If a rectangle is moving or changing size, the borders appear and disappear. Most of the time they are absent, I mean the values of position and size that cause the borders to appear are just a small fraction of the total.
----------------------------------------------------------------------
>Comment By: IOhannes m zmölnig (zmoelnig)
Date: 2011-08-16 18:01
Message:
given that the problem is hardware/driver specific, there is a workaround
_and_ the workaround can be done globally using gem.conf (in >=0.93), i
think this can be closed.
----------------------------------------------------------------------
Comment By: Matteo Sisti Sette (sistisette)
Date: 2011-04-23 17:39
Message:
Does the hardware really interpolate textures the wrong way? Are we sure
Gem is asking the hardware the right thing? If "repeat" is the fix, i
suspect it may mask the issue (i.e. make it less evident in some but not
all situations) rather than fix it, but I haven't tried it actually.
----------------------------------------------------------------------
Comment By: Cyrille Henry (nusmuk)
Date: 2011-04-09 00:35
Message:
This is not a gem problem. it's the way the hardware interpolate a texture.
i don't remember the exact configuration, but changing the default value
of "quality" and/or "repeat" of pix_texture change can fix this problem.
since it's not gem fault, and gem offer a solution, i think this can be
closed.
----------------------------------------------------------------------
Comment By: Matteo Sisti Sette (sistisette)
Date: 2011-04-08 23:10
Message:
I hope it is ok to rise the priority. Though this is an old bug, it is a
real showstopper in a range of situations.
----------------------------------------------------------------------
You can respond by visiting:
https://sourceforge.net/tracker/?func=detail&atid=507079&aid=3281206&group_…
Bugs item #3191771, was opened at 2011-02-25 01:32
Message generated for change (Comment added) made by zmoelnig
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https://sourceforge.net/tracker/?func=detail&atid=507079&aid=3191771&group_…
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including the initial issue submission, for this request,
not just the latest update.
Category: Pixes (pix_ objects)
Group: osx
>Status: Pending
>Resolution: Duplicate
Priority: 6
Private: No
Submitted By: Matteo Sisti Sette (sistisette)
Assigned to: Nobody/Anonymous (nobody)
Summary: pix_movement treats a duplicate frame as black in Mac OS
Initial Comment:
Consider:
[pix_video]
|
[pix_movement]
Expected behavior: When pix_video produces a duplicate frame (i.e. doesn't grab a new frame), one may expect any of these two:
A - (best) pix_movement won't generate a new image
B - (acceptable) pix_movement will generate a black image since it's comparing two identical frames (actually the same frame)
Observed behavior in Linux:
- I'm almost sure it's A
Observed behavior in Mac OS:
- pix_movement treats the duplicate frame as if it was a black frame; so it will compare the current frame with a completely black frame, outputting an image with a lot of "false movement".
Not sure about Windows, I seem to remember it works fine just like in Linux; or it may be behavior B; surely not like Mac OS.
This has been known for a long time but I couldn't find it in the bug tracker and it is not fixed, so I thought I would report it.
Note that it is not just a matter of failing to detect that the new frame hasn't been grabbed. That would explain behavior B described above, flickering to black. What's happening is much wronger: duplicate frames are treated as black frames which causes the output to flicker to almost-white.
----------------------------------------------------------------------
>Comment By: IOhannes m zmölnig (zmoelnig)
Date: 2011-08-16 14:53
Message:
actually, what i've written above (below?) is wrong, the YUV handling is
fine (apart from weird behaviour, that it leaves color information intact
which gives you "ghost images" in the no-movement zone)
the real issue is, that the pix-manipulation is done in-place in that the
"newimage" flag is not properly set.
this makes it a dupe of #1939029, #2519970
and can be solved by inserting a [pix_separator] object after the
[pix_video].
https://sourceforge.net/tracker/?func=detail&aid=1939029&group_id=64325&ati…https://sourceforge.net/tracker/?func=detail&aid=2519970&group_id=64325&ati…
----------------------------------------------------------------------
Comment By: IOhannes m zmölnig (zmoelnig)
Date: 2011-07-21 18:25
Message:
ack.
the problem seems to be only the YUV handling, so a quick fix is to switch
the colorspace e.g. by using [pix_grey] just before [pix_movement]
----------------------------------------------------------------------
Comment By: Matteo Sisti Sette (sistisette)
Date: 2011-04-05 13:51
Message:
I'm raising priority as this renders pix_movement almost useless in Mac OS,
and it is a pretty basic object. Hope this is ok
----------------------------------------------------------------------
You can respond by visiting:
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