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Screen doesn't get updated if gfx_device_gl::CommandBuffer::clear_color gets called #3779

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PSteinhaus opened this issue Jun 21, 2021 · 1 comment
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api: pre-ll old abstraction layer (pre-ll branch)

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@PSteinhaus
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PSteinhaus commented Jun 21, 2021

Short info header:

  • GFX version:
    • gfx = "0.18"
    • gfx_core = "0.9"
    • gfx_device_gl = "0.16"
  • OS: Windows 10.0.19043 (and maybe others)
  • GPU: Intel(R) UHD Graphics 630 (and also maybe others)

We received two bug reports concerning this issue. Since the function on our side that causes the bug doesn't do much more than calling gfx_device_gl::CommandBuffer::clear_color I just assume it's a dependency bug, so here I am.

I'll not repeat everything said in the linked issue, but put simply, most users call ggez::graphics::clear in their draw loops and it works just fine, but for a few unlucky this call just seems to stop the screen from being rerendered. The shown image stays the same, even though the game runs properly apart from that. If they remove the call to clear they actually get new images, but of course, without clearing the screen everything just looks smeared.

Naively, I'd assume it might even be a driver issue of some kind, since this behaviour is independant from developement environment and only seems to depend on where the program is run. But then again, I didn't look too deep into this and I can just guess that other software runs fine on these machines, so maybe gfx, or one of your dependencies, might be at fault for not speaking to them correctly after all.

@kvark
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kvark commented Jun 21, 2021

Thank you for filing this!
Unfortunately, we are not supporting the old pre-ll release any more.
We would accept patches, at most.

@kvark kvark added the api: pre-ll old abstraction layer (pre-ll branch) label Jun 21, 2021
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