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Tiamat boss vertex id misalignment between animation frames

Open cjritola opened this issue 9 years ago • 3 comments

Checked against original f3, bug not present and so assuming the .BIN is ok. Appears to be TRCL related.

http://youtu.be/x2I_cmyAjvQ

cjritola avatar Mar 26 '15 02:03 cjritola

Radar spots randomly vanishing is probably related to #53

"When paused, there's a small chunk of audio (buffer) hearable roughly every 2 seconds. " That's a weird one that I am not getting in Linux. When TRCL pauses it pauses the audio processing thread as well (not to be confused with the system's audio thread), meaning any stray audio is probably the javasound or windows driver giving up waiting for audio and looping a dirty buffer. I might be able to fix this by having the audio thread output silence rather than refrain from all output.

Agreed, state changes during level loads is still quite brittle, incl. pause requests.

Before release I will be fixing most of the depth queue overflows which are triggering green error pixels. There is a bug somewhere in the SpacePartitioningGrid where immediately-added objects are appearing in the relevance list more than once, causing them to be drawn more than once, and tick more than once. You can see this sometimes when debris occasionally moves in fast forward. But more importantly, transparent sprites are being drawn more than once, and their overlap is filling the depth queue and triggering overflows, most notably with the up-front text (i.e. Turbo! Servo-Kinetic Lasers! etc). That same SpacePartitioningGrid is likely responsible for #53 .

cjritola avatar May 07 '15 01:05 cjritola