that is strange, I just run it on my old laptop whis has xp32 intall and it ecenb use Mesa OpenGL, and it works fine.
I am sure it is something that is not quite right in my code. People do not make GUI expecting then to be use in real time applications.
if you look at the code I have a boolean that suspend refress each time a menu message is send.
- Code: Select all
long NewtonDemos::onPaint(FXObject* sender, FXSelector id, void* eventPtr)
{
if (m_doVisualUpdates) {
// render scene
dFloat timestep = dGetElapsedSeconds();
m_scene->UpdateScene(timestep);
CalculateFPS(timestep);
}
return 1;
}
some how I beleive that in your system it do need to refresh when you are draging doVisualUpdates. but teh bollean is off.
I have to come up with better logic so that when dragging or when doing when you are doing, it sends a onPaint to refresh but not to advance the simulation.
can you tell me the secunce of command you are executing to make it reproduce the Bug?
I am possitive there is a Event that I am not reponding to.
this could be an AMD/NVIDIA driver thing where the NVIDA refresh because it has a copy of the frame, while the ATI losses the back buffer and copy garbage from an old frame.
bascially variable m_doVisualUpdates should be a code, that do different things based on the Message it recieves.
My old laptop is an atlhon 2500, and it does no have haeared accelration so it run OpenGL in emulation mode usin a mesa drives.
I am suprice is runs at all. but at least this GUI does not display * like all others GUI I tryed on the pass of that laptop.
If it works on that laptop, I am prety sure it works on most systems. But I like to find out what is wrong on your.