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Mini-map elements are displayed in non-game screens #4237

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Konrad22 opened this issue Aug 15, 2019 · 29 comments
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@Konrad22 Konrad22 commented Aug 15, 2019

colorpoints
colorpoints2
grafik
I just tried starting HttT and THoT. No idea what this is, what's causing it. And it doesn't happen every time (e.g. nothing happened when going from HttT S3 to S4).
Windows 10, 1.15.0

EDIT:
Tabbing out 'fixed' the black background in the last picture.

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@jostephd jostephd commented Aug 15, 2019

Looks like the minimap. Probably another regression from #4188? There's also #4230 which is already open.

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@Konrad22 Konrad22 commented Aug 15, 2019

I can confirm that this is the minimap. It matches the units present at the time of scenario start.

@Konrad22 Konrad22 changed the title 1.15, weird colorpoints on bigmap and generally sketchy behavior when starting a campaign/scenario 1.15, leader units on minimap are visible in the storytelling part beforet the 'proper' scenario start Aug 15, 2019
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@Konrad22 Konrad22 commented Aug 15, 2019

I'd like to point out that this does not account for the 'black background'.

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@jostephd jostephd commented Aug 15, 2019

I can't reproduce this.

At this point, as I said on #3120, I think it would be best if someone reviewed #4188. It's known to have introduced two regressions and I imagine it may have introduced more.

@jostephd jostephd changed the title 1.15, leader units on minimap are visible in the storytelling part beforet the 'proper' scenario start 1.15, leader units on minimap are visible in the storytelling part before the 'proper' scenario start Aug 15, 2019
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@jostephd jostephd commented Aug 16, 2019

#4188 has been reverted (#4238). @Konrad22 Would you test this again in 1.15.1 when it's released?

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@Konrad22 Konrad22 commented Aug 16, 2019

Of course. Maybe it will also fix this:
grafik

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@Konrad22 Konrad22 commented Aug 20, 2019

This bug is still present in 1.15.1.
grafik

Edited by Wedge009 to remove the screen shot for #4245 - let's not conflate issues lest it confuses things. There are already too many screenshots in this report as it is.

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@Konrad22 Konrad22 commented Aug 21, 2019

I have exactly the same issues on a different pc of mine. @Wedge009 remembered encountering something like this with a bad graphics driver bug.
I have Intel(R) HD Graphics 520 on one and NVIDIA GeForce 9600 GT on the other.

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@Konrad22 Konrad22 commented Aug 31, 2019

For some reason I do not encounter this bug when playing 1.15 on steam. But I am guaranteed to encounter it when using the sourceforge version.

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@Konrad22 Konrad22 commented Sep 3, 2019

Referencing #4309 because this looks very similiar even though the steps are not the same.

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@Wedge009 Wedge009 commented Sep 3, 2019

Do we have two separate issues here? Mini-map and black screens? When I started working again on Wesnoth a few weeks ago I noted that MSVC projects had switched to 64-bit compilation. I don't know if I've mucked something up there or if I've stuffed something up in terms of libraries/dependencies but I had also noticed problems with the mini-map - but only on my own Windows builds, not in my Linux builds (which were already 64-bit), nor the official 1.14.7 Windows build.

I actually first noticed it from the Editor, not the story screens but have since confirmed it on the story screens too (so I'm inclined to label it Confirmed but jostephd has already said Works for me) - I hadn't reported it yet because I'm still reviewing the issue back-log and didn't want to make new issues until I've done that (which may take some time).

I can't speak for the black screen though.

Edit: My issues with the mini-map are on both master and 1.14, though, so I don't know if it could be a separate issue from this one.

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@soliton- soliton- commented Sep 4, 2019

I think any confirmation overrides an earlier "works for me". It probably just means the steps to reproduce were perhaps missing something or some other relevant context is/was not clear yet.

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@jostephd jostephd commented Sep 7, 2019

@Wedge009 I agree with @soliton-, if you can reproduce this issue please label it Confirmed and remove Works for me. I did the same for #4196 when I managed to reproduce it.

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@Wedge009 Wedge009 commented Sep 7, 2019

Plan to do so when I investigate further.

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@Wedge009 Wedge009 commented Sep 13, 2019

Related to the mini-map elements being shown in story scenes, I also have something similar with the editor:

  • Start Wesnoth
  • Start Editor
  • Mini-map does not draw/update until I scroll the main map.
  • Exit Editor
  • Mini-map white rectangle showing the view of the main map is still showing in the top-right corner of the title main menu screen until I force a redraw by passing the mouse cursor over the menu buttons.

On top of that, I also have a repeat of #2742 which, back then, I didn't have an issue with.

The only similarity I have with #4245 is where it does and does not happen. Copying the report from there...


Git code repository pulled as at 2019-09-13 ~09:00 UTC (but problem appears to be have started well before this time)

Where I find the problem does occur:

  • Windows 1.14.8+dev
  • Windows 1.15.1+dev

Where I find the problem does not occur:

  • Windows 1.14.7 release
  • Linux 1.14.8+dev
  • Linux 1.15.1+dev
@Wedge009 Wedge009 changed the title 1.15, leader units on minimap are visible in the storytelling part before the 'proper' scenario start Mini-map elements are displayed in non-game screens Sep 13, 2019
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@Wedge009 Wedge009 commented Sep 13, 2019

I have a couple of other graphical artefacts with the same replication pattern, which makes me wonder if something broke in terms of graphics. Not sure if it's worth reporting them yet, as compared with this and #4245 they're relatively minor.

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@Wedge009 Wedge009 commented Sep 13, 2019

@Konrad22 From what I read in #wesnoth-dev, 1.15.1 release is 32-bit on Steam and 64-bit as stand-alone build (what you called 'sourceforge version'). Can you verify if you have different results with respect to 32-bit vs 64-bit, please?

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@Konrad22 Konrad22 commented Sep 13, 2019

Yes, I can. And I do have the expected different results.

@Wedge009 Wedge009 added the Windows label Sep 13, 2019
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@Wedge009 Wedge009 commented Sep 13, 2019

Expected different results meaning the issue is specfic to the 64-bit Windows build?

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@Konrad22 Konrad22 commented Sep 13, 2019

Yes.

@Pentarctagon Pentarctagon added this to the 1.16.0 milestone Sep 23, 2019
@sevu sevu removed the Windows label Sep 23, 2019
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@sevu sevu commented Sep 23, 2019

AOI

Not 1.15. exclusive. Not Windows exclusive. Not happening 100% – although I can currently reproduce it always.

Library versions:
Boost:             1.69
OpenSSL/libcrypto: 1.1.1d (runtime 1.1.1d)
Cairo:             1.17.3 (runtime 1.17.3)
Pango:             1.44.6 (runtime 1.44.6)
SDL:               2.0.10 (runtime 2.0.10)
SDL_image:         2.0.5  (runtime 2.0.5)
SDL_mixer:         2.0.4  (runtime 2.0.4)
SDL_ttf:           2.0.15 (runtime 2.0.15)

For testing:
LC_ALL=C ./wesnoth-1.14 --nocache --campaign=An_Orcish_Incursion --campaign-difficulty=2
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@Wedge009 Wedge009 commented Sep 23, 2019

Need to establish that your case is the same as this case. This case is 100%, plus seems tied with #4245. If you're not getting that one at the same time I suspect it may be a separate incident. We've had this problem before, for different reasons.

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@sevu sevu commented Sep 23, 2019

I got it always when I was specifically testing, using --nocache to rule out possible caching issues. Maybe I just didn't notice it before. Might or might nor be the same. From further testing :

I tried all the 1st scenarios of campaigns:

  • happened on all except DM. DM S1 uses the cutscene theme, which is the reason this issue doesn't appear there, but I also get the problem from the 2nd screenshot in #4242
    Without the cutscene theme DM S1 behaves like the others – drawing the mini-map elements on the story screen and having no issues when the main map appears after the story part.
  • Using the cutscene theme in AOI S1 (also always):
    cutscene-theme

This confirms that the cutscene theme behaves differently.

What I did not see:

  • The third screenshot from the opening post above..
  • The black screenshots in #4242 , but I also haven't specially looked for them yet. (no confirm, nor denial)

Second thing I figured out, quoting Konrad from 1st post:

I just tried starting HttT and THoT. No idea what this is, what's causing it. And it doesn't happen every time (e.g. nothing happened when going from HttT S3 to S4).

The story screen of this HttT S4 draws red markers on the map (the ones which show that there is a fight). Thus one doesn't notice the issue, but if one looks very carefully: The issue still applies there, for a very short moment one can see it, but it's "fixed" as the red drawing starts.

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@Wedge009 Wedge009 commented Sep 23, 2019

Just wondering: do you observe any change if trying SDL 2.0.9?

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@Wedge009 Wedge009 commented Sep 24, 2019

Confirming SDL 2.0.10 x64 is responsible. SDL 2.0.9 is fine (though @stevecotton notes there are security issues in the older versions).

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@Wedge009 Wedge009 commented Sep 24, 2019

Disabling the batched renders feature that's default in SDL 2.0.10 seems to resolve this.

Wedge009 added a commit that referenced this issue Sep 24, 2019
* Rendering in batches is default behaviour as of SDL 2.0.10 but causes rendering issues in Wesnoth.
* Fixes #4237
* Fixes #4245
* Not sure if #4309 may benefit as well
@Wedge009 Wedge009 closed this in 6436f90 Sep 24, 2019
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@jostephd jostephd commented Sep 25, 2019

So to be clear, this isn't a bug in SDL's batched renders feature, it's just that the way Wesnoth uses SDL isn't compatible with batched renders in the first place? If so, is that something we should look into changing (in the long term)?

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@Wedge009 Wedge009 commented Sep 27, 2019

I believe that's the case, and yes, I think it should be resolved for the long term but I honestly don't know where to begin. On the other hand, it might just be resolved as part of the GPU-rendering work... if it happens. (:

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@jostephd jostephd commented Sep 27, 2019

@Wedge009 Thanks for confirming that. So, we don't need to send a bug report to SDL about the batched renders feature, nor to create another issue about changing our rendering code. Let's move on then, cheers :)

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