Flickering Tv-guide and other overlays with EVR enabled (2 Viewers)

Eabin

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  • September 18, 2006
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    oh well, this "fix" has some drawbacks, as i expected. some graphics won't show correctly (e.g. highlighting stuff in ReVision -> My TVSeries don't work). but at least we got a pointer.
     

    ronilse

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    well, i made a little progress today. Disabling the use of packed textures in GUIImage.cs (just commenting out around line 502)
    Code:
              /*if (GUITextureManager.GetPackedTexture(fileName, out _texUoff, out _texVoff, out _texUmax, out _texVmax, out _textureWidth, out _textureHeight, out _packedTexture, out _packedTextureNo))
              {
                _reCalculate = true;
                return;
              }*/

    gets rid of all the flickering for me. i didn't test this very thoroughly, but i haven't seen any drawbacks to this (yet).

    of course i'm not an DirectX expert of any kind, so i would be interested in some suggestions (frodo maybe?) what could be causing this. my personal guess is either some bug in GUIImage and our Texture loading stuff, or it has something to do with bad memory handling in the ATI driver.

    also i'm not sure if this can be called a "fix". at the moment i consider it to be a hacky workaround :)

    Nice finding. It could be indeed a driver bug if that helps. Indeed it would be a nice to hear some words from Frodo about that :)

    Would be also interesting to see if the Nvidia & EPG text corruption issue is fixed by the same code change.
    Hi,
    Tested to uncomment those lines & drawback can be seen on the top buttons(glitches)
    See attachment

    Regards
    Roy
     

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    pnyberg

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    Could some of you devs let me have the compiled version of this (is it core.dll or?)?
    Just for me to test?

    Thanks...
     

    Eabin

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    sure.

    the display memory stuff is unlikely. i got plenty of it, and still have those glitches. need to get educated about directx texture handling...
     

    Eabin

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    it seems like the glitches are due to MP somehow handling the color white as transparent. when i edit the missing images and add some other colors to them, those changes are shown correctly, but not the purely white part of the image.
     

    Eabin

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    ok, so here is some more complete information about the situation:

    first, i now know that a packed texture is nothing more than a big image where a lot of small images are put together on one surface, to avoid having to load lots of small images. as to why this would cause flickering: i have no idea, may still be a driver bug with certain kinds of textures (_big_ textures).

    second, the glitches thing is a bug, because a packed texture is always loaded with the transparant color (aka colorkey) set to 0 (i.e. black), whereas the Image Control itself would allow for different color keys. so commenting out the lines mentioned above, the colorkey is respected. in the concrete case, the GUIImage is constructed by GUIAnimation.cs in line 161. Changing this line to
    Code:
            _images[index] = new GUIImage(ParentID, _imageId + index, 0, 0, Width, Height, (string)_filenames[index], 0);

    does correct this behaviour, and is working quite nicely for me. i'm still testing this, and maybe i will do some special configuration option to not use packed textures so i can commit this to svn.

    edit: attached core.dll for interested persons to test.
    note: this is still a workaround at best. but as it works good for so far, i'm not investigating this any further for the time being :)
     

    pnyberg

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    You got a thanks from me eabin!

    Do you think this will come in SVN anytime soon? Or will I have to use this core.dll forever...?

    :D
     

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