Update of bug #10851 (project wesnoth):
Assigned to: None => boucman
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Follow-up Comment #1:
About gryphon, the shadow of beak of its standing animation is out of the hex
(but it's not related to the wings bug)
But it seems cpu-related, on mine system, stressing the wesnoth rendering
engine, increase the frequency of the bug. (e.g. scrolling when gryphon wings
are out of the hex. Maybe dialog operation have the same effect. You can also
use the debug command "sunset 1", which also allow to see hex invalidation.)
I don't know how it works, but when the animation is late, it seems to jump
hexes to try to "catch-up", maybe the hexes invalidation jumps too? Another
related possibility is that when skipping frames,
whatever-dummy-things-used-at-this-time has maybe no offset and so don't
trigger invalidation of surrounding hexes.
And since we have a double system for clearing surrounding hexes of moving
unit (offset for adjacent of current and facing for adjacent of destination),
a problem with one of them may cause visible glitches only for big animations.
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