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Now this looks like a Java 10 Thing

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AGP:
I was working a while ago on this fire particle system. I don't remember the rendering getting clipped like this.


--- Code: --- this.setSize(buffer.getOutputWidth(), buffer.getOutputHeight());
this.add(canvas, BorderLayout.CENTER);
this.setVisible(true);
...
     buffer.clear(Color.blue);
     flameManager.update(deltaTime);
     smokeManager.update(deltaTime);
     skyBox.render(theWorld, buffer);
     if (!doShadows()) {
theWorld.renderScene(buffer);
theWorld.draw(buffer);
     }
     buffer.update();
     buffer.displayGLOnly();
     canvas.repaint();

--- End code ---

https://www.dropbox.com/s/jpkrg93a6vi03db/ClippingThing.jpg?dl=0

AGP:
Update: everything that uses the canvas has that problem.

EgonOlsen:
Works just fine for me. Can you provide me with the complete, executable test case?

AGP:
I'll make one but it's either Java 10 or some Windows graphics-related update. All of my AWTGLCanvas programs are now suffering from this. It's important to note that while the graphics are getting offset, the mouse events are where they belong. Also, even as the graphics are offset, the FrameBuffer colors the entire frame whatever background color I assign clear(Color).

AGP:
I've tried both -Dsun.java2d.d3d=false and -Dsun.java2d.opengl=false. Neither has solved this annoying issue. One of the reasons I so like the software renderer right there. Still, I'd like for this to go away.

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