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AppGameKit Studio Chat / [SOLVED] Bug: CreateSprite(0) rendering bug on #renderer "Basic" -> AGKS 2019-09-17

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Onomatopoesie
4
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Joined: 6th Aug 2019
Location: Germany
Posted: 18th Sep 2019 07:43 Edited at: 18th Sep 2019 07:51
Could you confirm that? CreateSprite(0) should create a blank, empty white colored sprite which can be colored with SetSpriteColor(). With older Versions it worked fine, but with the new studio version (2019-09-17) only black or multicolored (!) boxes are drawn. Maybe an addressing failure? The issue only occurs with basic renderer (#renderer "Basic") and if an image sprite is rendered in the background. Strange look ...
I attach an example and an image.

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RGBZ
7
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Joined: 19th Apr 2017
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Posted: 18th Sep 2019 11:27
I filed a bug for this issue. It appears to me that it only occurs on windows and not mac. I even have the renderer set to basic

https://github.com/TheGameCreators/AGK-Studio/issues/517
Hubert BAYRE
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Location: France
Posted: 18th Sep 2019 20:59 Edited at: 18th Sep 2019 21:22

Some strange multicolored sprites here too ! (Windows 10).

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Cliff Mellangard 3DEGS
Developer
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Joined: 20th Feb 2006
Location: Sweden
Posted: 23rd Sep 2019 18:25 Edited at: 23rd Sep 2019 18:40
Pixelstein looks like this in latest studio with basic renderer????
Only some sprites???
And its weird???


should look.


Classic still works as it should.

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Paul Johnston
TGC Developer
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Joined: 16th Nov 2002
Location: United Kingdom
Posted: 26th Sep 2019 01:22
That is strange, I can't seem to replicate the problem on any of my Windows machines, one has an AMD GPU, the other an Nvidia GPU, both work as expected. This is what I see

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Paul Johnston
TGC Developer
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Location: United Kingdom
Posted: 26th Sep 2019 14:47
I've managed to track it down and fix it for the next version, for some reason it only affected Intel hardware
Paul Johnston
TGC Developer
21
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Joined: 16th Nov 2002
Location: United Kingdom
Posted: 26th Sep 2019 15:59
Yes, OpenGL requires that vertex attributes be set with glVertexAttribPointer before drawing a vertex buffer. AppGameKit attempts to optimize this by only doing it when necessary, so previously it only did it when switching vertex buffers. However it should also be done when switching shaders, it seems AMD and Nvidia GPUs don't mind, they must be storing the settings differently from Intel.

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