TGEA 1.8.1 ISSUE - Grey boxes around bitmaps
by William Lee Sims · in Torque Game Engine Advanced · 02/11/2009 (10:09 pm) · 13 replies
I thought I saw this in the forums already, but I can't seem to find it.
Anyway...
There are grey boxes appearing around bitmaps. I assume this is something to do with the linear filtering, but I'm not sure.
If somebody at GG isn't seeing this, I can post some pictures.
Machine stats:
* Intel Core 2 6600 @ 2.4 GHz
* 2 GB RAM
* NVIDIA GeForce 8800 GTS
Anyway...
There are grey boxes appearing around bitmaps. I assume this is something to do with the linear filtering, but I'm not sure.
If somebody at GG isn't seeing this, I can post some pictures.
Machine stats:
* Intel Core 2 6600 @ 2.4 GHz
* 2 GB RAM
* NVIDIA GeForce 8800 GTS
#2
Here is the screen shot:

And here is the original graphic:
02/11/2009 (10:46 pm)
I've got both as PNGs so you can have a pixel-for-pixel diference. Hope this helps! If you need anything else, please let me know.Here is the screen shot:

And here is the original graphic:
#3
Screenshot PNG
Original PNG
02/11/2009 (10:48 pm)
Hmmmm... There are transparent parts to the original graphic. You might be better off downloading these...Screenshot PNG
Original PNG
#4
1) I have downloaded the texture and placed it in GameExamples/Stronghold/scriptsAndAssets/client/ui
2) I have changed the bitmap used for the MainMenuGui (set in mainMenuGui.gui) to "hudfill"
3) I have added the following block as a child of MainMenuGui
Having done this, I'm not seeing the issue. Could you post the GUI definition you're using when you see this issue and, if you have time, try the steps above yourself?
02/11/2009 (11:11 pm)
I'm having trouble reproducing this. Here's what I'm doing:1) I have downloaded the texture and placed it in GameExamples/Stronghold/scriptsAndAssets/client/ui
2) I have changed the bitmap used for the MainMenuGui (set in mainMenuGui.gui) to "hudfill"
3) I have added the following block as a child of MainMenuGui
new GuiBitmapCtrl() {
bitmap = "./TGEA181GreyOrig";
visible = "1";
position = "250 250";
extent = "450 180";
};Having done this, I'm not seeing the issue. Could you post the GUI definition you're using when you see this issue and, if you have time, try the steps above yourself?
#5
I put screenshots and explanation on the same issue here : www.garagegames.com/community/blogs/view/16325/2#comment-110583
The grey lines doesn't appear the first time you launch the app. You have to go to the 3D environment once (where all is visually OK) and then back to your menu, where grey lines starts to appear.
Nicolas Buquet
www.buquet-net.com/cv/
02/12/2009 (12:12 am)
Hi Alex.I put screenshots and explanation on the same issue here : www.garagegames.com/community/blogs/view/16325/2#comment-110583
The grey lines doesn't appear the first time you launch the app. You have to go to the 3D environment once (where all is visually OK) and then back to your menu, where grey lines starts to appear.
Nicolas Buquet
www.buquet-net.com/cv/
#6
02/12/2009 (12:22 am)
Unfortunately that isn't triggering the issue for me either. I'll try the actual 1.8.1 download instead of my svn checkout. There shouldn't be any difference, but...
#7
This looks like a classical render state leak... but shouldn't GFX2 eliminate those?
02/13/2009 (12:41 pm)
Seems like texture wrapping is turned on and your texture top row (which is opaque) is wrapping into the bottom (transparent) by half a texel. This looks like a classical render state leak... but shouldn't GFX2 eliminate those?
#8
02/13/2009 (9:30 pm)
This is probably useless but I remember a similar issue in *TGE* running OGL on windows.
#9
02/13/2009 (10:21 pm)
@Manoel: You are indeed correct, wrapping is enabled. And it's not a leak. GFXDrawUtil defaults to wrapping. I still can't repro the issue, but you could try changing GFX->getDrawUtil()->drawBitmapStretch(mTextureObject, rect, GFXBitmapFlip_None, GFXTextureFilterLinear);in guiBitmapCtrl.cpp (~line 161) to
GFX->getDrawUtil()->drawBitmapStretch(mTextureObject, rect, GFXBitmapFlip_None, GFXTextureFilterLinear, false);
#10
02/26/2009 (10:09 am)
Hey guys, I hate to bump a thread, but I'm going to be doing a pass on TGEA bugs soon and since I can't repro the issue myself it would be extremely useful to know if the fix I gave above works.
#11
02/26/2009 (1:43 pm)
I'll test this tonight and let you know. Later!
#12
Thanks!
02/26/2009 (10:10 pm)
TADA! Sure enough, Alex, it did work. I put it into the GuiBitmapCtrl and it fixed my problem. I'm still seeing it in a custom GUI class of mine, but at least I know I can look at the GuiBitmapCtrl to see what I might be doing differently from it.Thanks!
#13
As soon as I go in 3D mode (past my 2D welcome screen), I get these grey lines when I switch to fullScreen mode, even with the ", false" added at the end of the command.
02/27/2009 (12:53 am)
Sorry Alex, but it doesn't work for me.As soon as I go in 3D mode (past my 2D welcome screen), I get these grey lines when I switch to fullScreen mode, even with the ", false" added at the end of the command.
Associate Alex Scarborough