BUG:
The alpha channel of sprites get broken(removed?) when resizing the Window Frame while in Direct3D 11. This bug does not occur in other Display Modes.
Attachment 31098
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BUG:
The alpha channel of sprites get broken(removed?) when resizing the Window Frame while in Direct3D 11. This bug does not occur in other Display Modes.
Attachment 31098
I solve with text rect object and a little bit of math, but i think It can be really usefull change the alingments in runtime!
If you wanna i send you my exemple tonight cause now im outside
@SirEatAlot
I make sometingh wrong, but the last message is for you :)
Would be nice to be able to use middle mouse button to pan on image editor, been missing this, I remember this was added to a few other places not long ago
Add backdrop and destorying the active does help with performance, cause Actives have a lot of stuff going on (although they are very optimized nowadays)
But, you have to keep in mind that there are two object limits, both share the same threshold (set on frame properties)
Backdrops will not increase the "general" object limit, but it will take from the "backdrop" object limit.
Creating backdrops and destroying actives can be a bit intensive if done multiple times at once tho.
Been having the oddest issue while porting DX11 shaders...
I'm trying to port ColorWheel, part of the Color Picker pack,for some reason alpha isn't working on the premultiplied version.
So I tried debugging it by displaying the alpha channel as RGB and it shows a perfectly good alpha channel texture.
I can't Demultiply and Multiply at the end cause there's no texture at all, it's all generated by math.
I THINK premultiplied DX11 causes an issue when the alpha value is outside the range of 0.0 to 1.0...
I don't have any idea on how to solve it.
Maybe this is a bug on the premultiplied DX11 routine?
If that is the problem, the "clamp(x, min, max)" function might be what you need (or perhaps even "clip(x)").
https://docs.microsoft.com/en-us/win...ics-hlsl-clamp
I've tried clamp, min & max, clip, saturate, normalize... Nothing works.
If I return the alpha channel as RGB after any of these, it still looks the same (which looks completely fine), but checking with if conditions I can see that it's now in the proper range.
But still, it refuses to work, it kinda of affects the alpha of the final result a bit, but a lot less than it should.
I don't know if anyone else would care about this but I would like to be able to manually set the hotspot wherever I want when importing images, not only the options "Top-left, Bottom-right" etc. :D