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ptitSeb avatar ptitSeb commented on July 30, 2024

Yes, LIBGL_NPOT=2 expose a function that is not completly supported for now. LIBGL_NPOT=1 is 100% emulated, but not 2 for now. I may work on that, but real support as not been mandatory for anything yet.

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MagaTailor avatar MagaTailor commented on July 30, 2024

I see, Expose limited NPOT extension sounded as if it might be too limited so I never tried that. My bad! :)

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ptitSeb avatar ptitSeb commented on July 30, 2024

Limited NPOT is : can use texture not NPOT, but cannot use Repeat or Mirror on NPOT, and no Mipmap neither.
basicaly what glshim does is can use NPOT texture (by creating a bigger NPOT texture), and so no Repeat or Mirror. Mipmap is supported but can lead to some artifact on the border (as you have already seen). That effect can probably be mitigated for textures with an alpha channel if I upload an empty texture first.

Full NPOT can do whatever they wants. Emulating that on non-NPOT hardware would mean resizing a non-NPOT texture to NPOT, meaning a lot of computational power at each upload, plus some artefact du to the resizing (espcially on SubImage manipulations).

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ptitSeb avatar ptitSeb commented on July 30, 2024

I'll close this ticket.

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MagaTailor avatar MagaTailor commented on July 30, 2024

Talking of glitches, just remembered this unrelated mouse pointer problem in TOME:

cursor

LIBGL_NOLUMALPHA makes no difference and capturing the screen normally shows just the regular X-window mouse pointer.

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ptitSeb avatar ptitSeb commented on July 30, 2024

did you retry with latest changes (with added Pixmap, PBuffer and multiple glX Context, it may have just solved the issue) ?
I never compile ToME, and didn't look at the code, so no idea how the mouse cursor is built.

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MagaTailor avatar MagaTailor commented on July 30, 2024

On Tue, 01 Nov 2016 15:25:14 -0700
ptitSeb [email protected] wrote:

did you retry with latest changes (with added Pixmap, PBuffer and multiple glX Context, it may have just solved the issue) ?

I was using the latest glshim master and it's still there. Any special options to try?

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ptitSeb avatar ptitSeb commented on July 30, 2024

Ah no. I need to look in the code to see how that cursor is built.

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MagaTailor avatar MagaTailor commented on July 30, 2024

On Tue, 01 Nov 2016 15:55:25 -0700
ptitSeb [email protected] wrote:

Ah no. I need to look in the code to see how that cursor is built.

Thanks!

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ptitSeb avatar ptitSeb commented on July 30, 2024

@petevine : it turned out it's not a glshim issue, but an SDL2 one. Check my github repo of SDL2, there is push about this: ptitSeb/SDL2@604d108

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MagaTailor avatar MagaTailor commented on July 30, 2024

Nice find! However, and I hope I'm not misremembering things, the white silhouette wasn't present on real hardware. Could the fix be incomplete?

untitled

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ptitSeb avatar ptitSeb commented on July 30, 2024

white silouette is there depending on the theme.

But if you want, you can change the if(alpha==0) by a if(alpha<25) to have something probably better (there are 2 way of putting cursor in X11 in SDL2, and the "legacy" way use something similar).

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MagaTailor avatar MagaTailor commented on July 30, 2024

Yes, it's much better that way but it still looks artifactishly wide. The white background is not visible on x86/OpenGL 1.5, just a thin blue outline. I fired up my old Athlon box to take this picture :)

untitled2

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ptitSeb avatar ptitSeb commented on July 30, 2024

Not much can be done here. It's X11 functions, and it seems they behave differently for machine to machine.
Play with the alpha stuff, put alpha<125 to remove moste of the semi-transparent stuff, or even up to <255 to just discard everything not solid color (but that will probably remove the blue aura too)

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ptitSeb avatar ptitSeb commented on July 30, 2024

For the record, here is the original PNG image (for the dark theme)
mouse

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ptitSeb avatar ptitSeb commented on July 30, 2024

And here the image for default theme.
mouse

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