I raised issue #1 ;-)

Op woensdag 18 februari 2015 21:41:25 UTC+1 schreef Oktay Acikalin:
>
> Sorry, I cannot seem to be able to reproduce that. But do you mind 
> creating a but report of it? 
> https://github.com/theblacklion/joe-danger/issues
>
>
> Rob <[email protected] <javascript:>> schrieb am Wed Feb 18 2015 at 
> 20:27:02:
>
>> I am using an AMD HD4870 (open source drivers).
>> It happens mostly when the ratio of the window size is different from the 
>> ratio it started with. So making it wider or higher only.
>>
>> Rob
>>
>> Op dinsdag 17 februari 2015 21:12:49 UTC+1 schreef Oktay Acikalin:
>>>
>>> Interesting. Looks like the area is not being cleared and it is showing 
>>> your raw video memory.. That did not happen to me before (using Intel HD 
>>> 4000). What are you using there?
>>>
>>> While packaging it for you I saw that it had some glitches while 
>>> resizing (e.g. rubber-like jump-banding from one to the other edge). I 
>>> think, I did not have that before, but I can't say for sure.
>>>
>>> Can you see that garbage all the time or only at some special 
>>> ratio/window size?
>>>
>>> Cheers,
>>> Oktay.
>>>
>>> Rob <[email protected]> schrieb am Tue Feb 17 2015 at 16:58:45:
>>>
>>
>>>
>>>> <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]> 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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