Tchernobill Posted September 5, 2021 Share Posted September 5, 2021 (edited) Context: Minimal mods used (ModOptions, AutoMoveTo with cursor option on) Done Once before event registration floorSprite = IsoSprite.new() floorSprite:LoadFramesNoDirPageSimple('media/ui/FloorTileCursor.png') Done at each call of OnPostRender (square is a valid square and the value does not change currently -it may have change previously-) local r,g,b,a = 0.2,0.8,0.2,0.8 local x = square:getX() local y = square:getY() local z = square:getZ() print ("MyTestOnRender "..x.." "..y.." "..z.." ".. r.." ".. g.." ".. b.." ".. a); floorSprite:RenderGhostTileColor(x, y, z, r, g, b, a) context likely to have no link with the problem: - character & screen are moving - zoom level has been changed several times before. - floorSprite code is in lua/server (it seemed worse on client side but I had not enough samples to be sure) Current (B41.50 & B41.53) 1: the square expected at position x,y,z has a greenish overlay most of the time. the overlay seems to be flickering a bit. when it flickers, a ~same overlay with same or different size appears at unexpected positions on the screen (mostly top/right part of the screen). print ("MyTestOnRender "..x.." "..y.." "..z.." ".. r.." ".. g.." ".. b.." ".. a); indicates a constant value of x, y, and z. Expected 1: the square expected at position x,y,z has a greenish overlay ALL the time. Current 2: when the overlay is on the correct square, it seems to be floating (some pixels) around that correct square during character & screen movements. print ("MyTestOnRender "..x.." "..y.." "..z.." ".. r.." ".. g.." ".. b.." ".. a); associated time stamps are sometime close by 1ms sometime distant by ~150ms. Expected 2: the overlay stays exactly on the correct square. Edited September 5, 2021 by Tchernobill Link to comment Share on other sites More sharing options...
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