In the properties view the boxes keep appearing really small, to the point where I can't see what's in them. In the image it is happening in front of the delay time but it is a general problem and whenever there are boxes to write in, this happens. I'm on ubuntu 20.04 and I've already reinstalled Anylogic but this error keeps on appearing
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I'm new to graphics, and I've been looking at Vulkan presentation modes. I was wondering: in a situation where we've only got 2 images in our swapchain (one that the screen's currently reading from and one that's free), what happens if we don't manage to finish drawing to the currently free image before the next vertical blank? Do we do the presentation and get weird tearing, or do skip the presentation and draw the same image again (I guess giving a "stuttering" effect)? Do we need to define what happens, or is it automatic?
As a side note, is this why people use longer swap chains? i.e. so that if you managed to draw out 2 images to your swap chain while the screen was displaying the last image but now you're running late, at least you can present the newer of the 2 images from before?
I'm not sure how much of this is specific to FIFO or mailbox mode: I guess with mailbox you'll already have used the newest image you've got, so you're stuck again?
[2-image swapchain][1]
[1]: https://i.stack.imgur.com/rxe51.png
Tearing never happens in regular FIFO (or mailbox) mode. When you present an image, this image will be used for all subsequent vblanks until a new image is presented. And since FIFO disallows tearing, in your case, the image will be fully displayed twice.
If you are using a 2-deep swapchain with FIFO, you have to produce each image on time in order to avoid stuttering. With longer swapchains and FIFO, you have more leeway to avoid visible stuttering. With longer swapchains and mailbox, you can get a similar effect, but there will be less visible latency when your application is running on-time.
I'm making a simple game and just messing around with SDL. I have two images currently, and I am practicing making them the background. I make one the background by calling RenderCopy, the DestroyTexture to clear it from memory, and then I present it. I changed the file path from one image to the other to change the background. I ran the program, and now the new image is layered on top of the other. I can fix this problem if I manually do a clean of my computer's memory, and it renders properly. For some reason, SDL is not clearing the image called previously. There is no mention of the old image anywhere else in the code, and all the Destroy functions are called. What is going on?
Edit: I did a little bit of snooping and its not that it even loads the old image; whatever the final render displayed on any program running SDL was before it was run, it will be the background. It is literally like a TV burning an image into the screen; its always there.
The problem was fixed by simply clearing the frame between frames. Didn't have any performance impact.
I have already sort of asked this question already here (Previous Question) but it only got a handful of views and zero answers/comments so I thought I'd give it a go again with some more info that I've found.
I basically have a Windows Store DirectX + XAML app that I'm developing. I currently have the problem that the Rendering event of the SwapChainBackgroundPanel that I use for DirectX rendering (as per the Windows 8 example on MSDN) sometimes isn't called when the user is interacting with the app.
It will continue to update if I am doing something with the camera such as changing what it's looking at based on touch/mouse position but it won't be called if I am picking and I don't know why.
I use the standard GPU picking method (where I render the scene with a unique color for each object and then take a 1x1 texture of the press area to find the selected object) but when I am using this picking technique to select multiple objects (the user drags their finger/mouse over many objects) Rendering isn't being called. So in effect what happens is, lots of objects get selected but the user only sees this when they remove their finger/stop pressing the mouse button.
Is there any reason why this is happening? Is it because of the GPU picking method? And if so is there a way around it rather than using the ray-trace picking method (which considerably slows down picking for a large number of objects)?
Has anyone else had this problem? Is there an explanation from Microsoft anywhere that it is deliberate that rendering doesn't get called while this is happening?
Thanks for your time.
I have a cube where the sides link to more information on the timeline. The information has a close button that returns to the cube on the timeline. My problem is with the Contact 'side' of the cube. Clicking on contact goes to the contact information. Clicking the close button at Contact information occasionally causes the movie to hang up on contact 'side' of the cube. This is the only place where this occurs and it does not always occur.
Here is a link to the cube: http://www.worldwidego.org/dept404/Cube-test.html
I used Flash CS4 and AS3. The actionscript is mainly for the buttons - everything else is created on the timeline.
Any thoughts on what may be causing this would be appreciated. I can provide the fla file as I know the information here is pretty basic.
The cause of the problem was in a motion tween layer that was not visible at frame that was hanging up. I deleted that motion tween and recreated it on a new layer and the hang up was eliminated.
I've been trying to render the entire canvas in an IWebBrowser2 control to a bitmap. IViewObject::Draw seems to be the most promising approach, but I can't get it to render anything that would requires a scroll to show. While I could automate the scrolling and stitch the images together, this would look weird with any fixed position elements. Is this even doable?
Additionally, I've tried to set the controller's size to one that would allow the entire contents to display without needing to scroll, but Windows caps the max size to the current screen resolution, so that only gets me partially there.
Any help would be much appreciated. I'm currently doing this in the context of Win7 and IE8, but I don't think that should matter much.
Sorry it took so long for me to follow up with the answer to this.
I wrote up an article detailing how to trick Windows into allowing you to resize a window larger than the virtual screen resolution, allowing functions like PrintWindow or IViewObject::Draw to capture the entire client area (i.e., the browser canvas).
http://nirvdrum.com/2010/03/25/how-to-take-full-page-or-full-canvas-screenshots-in-windows.html
An actual implementation of the technique can be found in my SnapsIE repository on GitHub (username: nirvdrum). Unfortunately I don't have enough karma to post two hyperlinks. The repository is linked from the article though.
It is very likely an IE optimisation that avoid to draw more than required. You might be able to scroll the window and call IViewObject::Draw in a loop without any animation occuring ?
I'm surprised that Windows caps the max size to the current screen resolution. Are you sure about that ?