Java-Gaming.org Hi !
Featured games (83)
games approved by the League of Dukes
Games in Showcase (540)
Games in Android Showcase (133)
games submitted by our members
Games in WIP (603)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
 
    Home     Help   Search   Login   Register   
Pages: [1]
  ignore  |  Print  
  OpenGL help in LWJGL, blurry quads  (Read 1779 times)
0 Members and 1 Guest are viewing this topic.
Offline Khazrak

Senior Newbie





« Posted 2012-11-20 08:21:40 »

Hi

I'm fairly new to OpenGL. After googling Java2D vs OpenGL it sounds like i probably should choose OpenGL.
But when i test the simplest form of a Quad (http://www.lwjgl.org/wiki/index.php?title=LWJGL_Basics_4_(Timing)) which i deactivated the rotation, gives me studders or blur.

I tested it with different framespeeds and different movement per frame speeds and it still looks blurry. I tested it both on a laptop and a gaming desktop.
The more powerfull desktop showed less blurring.

It feels like it shouldn't blurr this much at a so basic code? Java2D gives me none of that....yet

So am i doing something wrong?

(English is not my native language so sorry if i miss spelled something)
Offline theagentd

« JGO Bitwise Duke »


Medals: 366
Projects: 2
Exp: 8 years



« Reply #1 - Posted 2012-11-20 10:33:16 »

Screenshot? This sounds incredibly weird.

Myomyomyo.
Offline Riven
« League of Dukes »

« JGO Overlord »


Medals: 847
Projects: 4
Exp: 16 years


Hand over your head.


« Reply #2 - Posted 2012-11-20 10:40:02 »

Blur: sounds like anti-aliasing
Studder: sounds like movement without vsync or flawed logic / delta-updates.

Hi, appreciate more people! Σ ♥ = ¾
Learn how to award medals... and work your way up the social
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline Khazrak

Senior Newbie





« Reply #3 - Posted 2012-11-20 11:21:37 »

I didn't succed in capturing a screenshot with the blur.

If i used a texture (to easier see blurring) and sync (with LWJGLs Display.sync) with a 60 fps,
and the window is 800 pixels wide, if i move it 1 pixel per frame it is smooth, 2 pixels its smooth but beginning to hint to blur,
4 pixels and it becoms a bit blurry and you can apperently see the studdering.

the movement of 4 x 60 / second, makes it takes 3,33 seconds to move from one edge to the other, the constant speed show the "studdering".

I dont know if its my screen. I noticed know that the laptop also shows this studder with Java2D but not my desktop, with the same framerate and movement speed.


Is there a recommended movement per frame in pixels for smooth animation?

My plan is to have nice pixel-graphics with hopefully awesome smooth movement.
Offline Riven
« League of Dukes »

« JGO Overlord »


Medals: 847
Projects: 4
Exp: 16 years


Hand over your head.


« Reply #4 - Posted 2012-11-20 11:43:53 »

Then it seems like you're ending the frame twice in each render operation. That means that you only draw every other frame.

Make sure you call Display.swapBuffers() or Display.update() only once.

Hi, appreciate more people! Σ ♥ = ¾
Learn how to award medals... and work your way up the social
Offline Khazrak

Senior Newbie





« Reply #5 - Posted 2013-02-19 11:52:19 »

I've done a new try at it.

Now I'm using OpenGL 3.2 and modern OpenGL methods.
I used the tutorials from LWJGL: http://www.lwjgl.org/wiki/index.php?title=The_Quad_updating_a_VBO_with_BufferSubData
but changed the logic.

When moving a textured quad i get a type of "ghosting" from a few frames back. It looks blurry (printscreen doesnt catch it due to the small lag it gives)
It looks like the glClear doesnt work immediate or something.

I have all the code on github, user Khazrak, Project: ProjectMana,
The Animation-branch is the most up to date working branch.

Any suggestions?

The goal is to make a game like "Secret of Mana"(SNES) with great pixelgraphics.
Offline Khazrak

Senior Newbie





« Reply #6 - Posted 2013-02-19 12:58:24 »

While I was trying to test diffrent things like delta i managed to capture a printscreen with a pixel-column that is wrong.
On both the blue and the brown.



I think it's this "wrong-colors" that make it look blurry.

Is it something wrong with the Shaders or TextureVertex's?
Pages: [1]
  ignore  |  Print  
 
 
You cannot reply to this message, because it is very, very old.

 

Add your game by posting it in the WIP section,
or publish it in Showcase.

The first screenshot will be displayed as a thumbnail.

Mr.CodeIt (22 views)
2014-12-23 03:34:11

rwatson462 (53 views)
2014-12-15 09:26:44

Mr.CodeIt (45 views)
2014-12-14 19:50:38

BurntPizza (83 views)
2014-12-09 22:41:13

BurntPizza (110 views)
2014-12-08 04:46:31

JscottyBieshaar (78 views)
2014-12-05 12:39:02

SHC (89 views)
2014-12-03 16:27:13

CopyableCougar4 (94 views)
2014-11-29 21:32:03

toopeicgaming1999 (155 views)
2014-11-26 15:22:04

toopeicgaming1999 (151 views)
2014-11-26 15:20:36
Resources for WIP games
by kpars
2014-12-18 10:26:14

Understanding relations between setOrigin, setScale and setPosition in libGdx
by mbabuskov
2014-10-09 22:35:00

Definite guide to supporting multiple device resolutions on Android (2014)
by mbabuskov
2014-10-02 22:36:02

List of Learning Resources
by Longor1996
2014-08-16 10:40:00

List of Learning Resources
by SilverTiger
2014-08-05 19:33:27

Resources for WIP games
by CogWheelz
2014-08-01 16:20:17

Resources for WIP games
by CogWheelz
2014-08-01 16:19:50

List of Learning Resources
by SilverTiger
2014-07-31 16:29:50
java-gaming.org is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑gaming.org
Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines | Managed by Enhanced Four Valid XHTML 1.0! Valid CSS!