Author Topic: Scaled Blit Problem  (Read 7244 times)

Offline Polomease

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Scaled Blit Problem
« on: March 04, 2011, 07:03:23 am »
I noticed something weird when using a scaled blit to render some UI images to the screen.
It seems that part of the blitted image is repeating even though the src x, Y, Width and Height match the source texture.

At first I thought that the problem was with my code or image and I checked everything I could think of but it all seems to be correct.

I created a fresh Android app using the HelloWorld AE demo from the wiki and I loaded the texture and did a scaled blit to the screen and the problem still occurs.
I changed the background color to white so that it was easier to see the problem.

I have messed around with changing 'src' values but if I make them smaller then the image gets cut off.
And it just doesn't happen with this one image it happens with many different images that I have loaded as textures.
I'm also using raft's TexturePack class and the same thing happens if I blit am image from a packed texture.
It also only seems to happen if I'm scaling a texture up in size and not down in size.

I'm not sure if this is a problem with the jPCT library or something on my end, maybe I'm just missing something.

Here is a screen shot of what is happening:


Here is the source for the texture:


Here is the code I used:
Code: [Select]
import java.lang.reflect.Field;

import javax.microedition.khronos.egl.EGL10;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.egl.EGLDisplay;
import javax.microedition.khronos.opengles.GL10;

import android.app.Activity;
import android.opengl.GLSurfaceView;
import android.os.Bundle;
import android.view.MotionEvent;

import com.threed.jpct.Camera;
import com.threed.jpct.Config;
import com.threed.jpct.FrameBuffer;
import com.threed.jpct.Light;
import com.threed.jpct.Logger;
import com.threed.jpct.Object3D;
import com.threed.jpct.Primitives;
import com.threed.jpct.RGBColor;
import com.threed.jpct.SimpleVector;
import com.threed.jpct.Texture;
import com.threed.jpct.TextureManager;
import com.threed.jpct.World;
import com.threed.jpct.util.BitmapHelper;
import com.threed.jpct.util.MemoryHelper;

public class HelloWorld extends Activity {

// Used to handle pause and resume...
private static HelloWorld master = null;

private GLSurfaceView mGLView;
private MyRenderer renderer = null;
private FrameBuffer fb = null;
private World world = null;
private RGBColor back = new RGBColor(50, 50, 100);

private float touchTurn = 0;
private float touchTurnUp = 0;

private float xpos = -1;
private float ypos = -1;

private Object3D cube = null;
private int fps = 0;

private Light sun = null;

protected void onCreate(Bundle savedInstanceState) {

Logger.log("onCreate");

if (master != null) {
copy(master);
}

super.onCreate(savedInstanceState);
mGLView = new GLSurfaceView(getApplication());

mGLView.setEGLConfigChooser(new GLSurfaceView.EGLConfigChooser() {
public EGLConfig chooseConfig(EGL10 egl, EGLDisplay display) {
// Ensure that we get a 16bit framebuffer. Otherwise, we'll fall
// back to Pixelflinger on some device (read: Samsung I7500)
int[] attributes = new int[] { EGL10.EGL_DEPTH_SIZE, 16, EGL10.EGL_NONE };
EGLConfig[] configs = new EGLConfig[1];
int[] result = new int[1];
egl.eglChooseConfig(display, attributes, configs, 1, result);
return configs[0];
}
});

renderer = new MyRenderer();
mGLView.setRenderer(renderer);
setContentView(mGLView);
}

@Override
protected void onPause() {
super.onPause();
mGLView.onPause();
}

@Override
protected void onResume() {
super.onResume();
mGLView.onResume();
}

protected void onStop() {
super.onStop();
}

private void copy(Object src) {
try {
Logger.log("Copying data from master Activity!");
Field[] fs = src.getClass().getDeclaredFields();
for (Field f : fs) {
f.setAccessible(true);
f.set(this, f.get(src));
}
} catch (Exception e) {
throw new RuntimeException(e);
}
}


public boolean onTouchEvent(MotionEvent me) {

if (me.getAction() == MotionEvent.ACTION_DOWN) {
xpos = me.getX();
ypos = me.getY();
return true;
}

if (me.getAction() == MotionEvent.ACTION_UP) {
xpos = -1;
ypos = -1;
touchTurn = 0;
touchTurnUp = 0;
return true;
}

if (me.getAction() == MotionEvent.ACTION_MOVE) {
float xd = me.getX() - xpos;
float yd = me.getY() - ypos;

xpos = me.getX();
ypos = me.getY();


touchTurn = xd / -100f;
touchTurnUp = yd / -100f;
return true;
}

try {
Thread.sleep(15);
} catch (Exception e) {
// No need for this...
}

return super.onTouchEvent(me);
}

protected boolean isFullscreenOpaque() {
return true;
}

class MyRenderer implements GLSurfaceView.Renderer {

private long time = System.currentTimeMillis();
private boolean stop = false;

public MyRenderer() {
}

public void stop() {
stop = true;
}

public void onSurfaceChanged(GL10 gl, int w, int h) {
if (fb != null) {
fb.dispose();
}
fb = new FrameBuffer(gl, w, h);

if (master == null) {

world = new World();
world.setAmbientLight(20, 20, 20);

sun = new Light(world);
sun.setIntensity(250, 250, 250);

// Create a texture out of the icon...:-)
Texture texture = new Texture(BitmapHelper.rescale(BitmapHelper.convert(getResources().getDrawable(R.drawable.icon)), 64, 64));
TextureManager.getInstance().addTexture("texture", texture);

Texture turnleft = new Texture(getResources().openRawResource (R.raw.turnleft), true);
TextureManager.getInstance().addTexture("turnleft", turnleft);

cube = Primitives.getCube(10);
cube.calcTextureWrapSpherical();
cube.setTexture("texture");
cube.strip();
cube.build();

world.addObject(cube);

Camera cam = world.getCamera();
cam.moveCamera(Camera.CAMERA_MOVEOUT, 50);
cam.lookAt(cube.getTransformedCenter());

SimpleVector sv = new SimpleVector();
sv.set(cube.getTransformedCenter());
sv.y -= 100;
sv.z -= 100;
sun.setPosition(sv);
MemoryHelper.compact();

if (master == null) {
Logger.log("Saving master Activity!");
master = HelloWorld.this;
}
}
}

public void onSurfaceCreated(GL10 gl, EGLConfig config) {
}

public void onDrawFrame(GL10 gl) {

try {
if (!stop) {
if (touchTurn != 0) {
cube.rotateY(touchTurn);
touchTurn = 0;
}

if (touchTurnUp != 0) {
cube.rotateX(touchTurnUp);
touchTurnUp = 0;
}

fb.clear(RGBColor.WHITE);
world.renderScene(fb);
world.draw(fb);

Texture turnleft = TextureManager.getInstance().getTexture("turnleft");
fb.blit(turnleft, 0, 0, 0, 0, turnleft.getWidth(), turnleft.getHeight(), 128, 128, 100, false, null);


fb.display();


if (System.currentTimeMillis() - time >= 1000) {
Logger.log(fps + "fps");
fps = 0;
time = System.currentTimeMillis();
}
fps++;
} else {
if (fb != null) {
fb.dispose();
fb = null;
}
}
} catch (Exception e) {
Logger.log(e, Logger.MESSAGE);
}
}
}
}



Offline EgonOlsen

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Re: Scaled Blit Problem
« Reply #1 on: March 04, 2011, 08:16:06 am »
That happens because you are scaling a small texture up pretty much. The bilinear filtering that the gpu applies to the texture then wraps and that combined with inaccuracies in the gpu leads to these results. Try to do a <your Texture>.enableClamping(); and see if that helps. If it doesn't, consider to use a larger texture instead.

Offline Polomease

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Re: Scaled Blit Problem
« Reply #2 on: March 04, 2011, 09:52:09 am »
Sweet, using enambleClamping() worked.
But only when I was scaling the whole texture up.

I tried to use it on the texture that the TexturePack class creates but it didn't work for that texture, probably because I'm scaling a part of the texture and not the whole thing.
But that's ok, I can just have the textures be separate ones instead of packing them into one texture.

On a side note:
Is there any performance difference between having a bunch of textures in memory vs having the textures packed into one texture, via the TexturePack class?

Thanks again for the help Egon. ;D

Offline EgonOlsen

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Re: Scaled Blit Problem
« Reply #3 on: March 04, 2011, 10:50:44 am »
Using one texture should be faster in theory...how much it matters highly depends on the gpu. I wouldn't bother with it too much.