<https://lh3.googleusercontent.com/-SeVRl9cmXQk/VONlD68w45I/AAAAAAAAAhg/KKLA395DrAE/s1600/joe_danger2.png>

You see the garbage on the bottom and top. Happens when the ratio changes.
I copied it, so you can remove the archive.

Rob

Op dinsdag 17 februari 2015 16:53:08 UTC+1 schreef Oktay Acikalin:
>
> @Rob: What garbage do you mean? Can you gimme a screenshot? Can I remove 
> the archive from my drive?
>
> Rob <[email protected] <javascript:>> schrieb am Tue Feb 17 2015 at 
> 16:43:18:
>
>> I found out what was causing the problems. I was expecting 
>> window.dispatch_events() to fire the resize event. However the app event 
>> loop never calls this. In the Win32 window implementation the on_resize 
>> event is dispatched directly when it gets the event from the OS.
>>
>> Currently I think the best way to fix this, is to send the on_resize 
>> event from the place where it comes in (and sets the needs_resize 
>> variable). That would be in the ConfigureNotify handler. That makes it 
>> similar to other implementations.
>>
>> Does anybody know why the dispatch_events() method is never called from 
>> the app event loops? The documentation shows a custom event loop should do 
>> that. It seems like some refactoring in progress.
>>
>> @Oktay: When the resize event was received, the game still showed some 
>> garbage around the picture. Is that still work in progress?
>>
>> Rob
>>
>> Op maandag 16 februari 2015 23:34:34 UTC+1 schreef Oktay Acikalin:
>>>
>>> Sure. I've created a package here: https://drive.google.
>>> com/open?id=0B8GQnTRW-JUbdUZvZDFoNGx0cE0&authuser=0
>>> It's still in the transition from pygame to pyglet but most of it is 
>>> working again. I've also stripped some repo data.
>>> The main executable is joedng.py.
>>> In diamond/thirdparty you can find the current and old pyglet versions. 
>>> There I left the repo data intact so that you can compare the states a bit 
>>> easier.
>>>
>>> Cheers,
>>> Oktay.
>>>
>>> Rob van der Most <[email protected]> schrieb am Mon Feb 16 2015 at 
>>> 22:29:24:
>>>
>>> Hmmz. There is something weird about it. Need to investigate. Can I try 
>>>> your code? 
>>>>
>>>> Rob
>>>>
>>> On 16 Feb 2015 22:27, "Oktay Acikalin" <[email protected]> wrote:
>>>>
>>> Hi Rob,
>>>>>
>>>>> I had to restore the window resize code in that same method, too. 
>>>>> Without that my game wouldn't see when a user resizes the window (e.g. 
>>>>> maximize). Would you mind putting it back or do you have a better idea?
>>>>>
>>>>> Cheers,
>>>>> Oktay.
>>>>>
>>>>>
>>>>> Alessandro Re <[email protected]> schrieb am Mon Feb 16 2015 at 
>>>>> 18:37:41:
>>>>>
>>>>>> On Monday, February 16, 2015 at 4:27:17 PM UTC, Rob wrote:
>>>>>>>
>>>>>>> I submitted a fix to the 1.2 maintenance branch. I will probably 
>>>>>>> release fix release by the end of the week.
>>>>>>>
>>>>>>> Rob
>>>>>>>
>>>>>>
>>>>>>
>>>>>> Hi Rob,
>>>>>> thanks for your quick intervention. For what I'm concerned, your 
>>>>>> patch works perfectly (also on the issue I had on cocos2d).
>>>>>>
>>>>>> @Oktay, I noticed that with your patch, there are some issues when 
>>>>>> *not* animating. Rob patch solved, for me at least.
>>>>>> Thanks again to everyone!
>>>>>> ~Ale
>>>>>>
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