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Minimap trouble (flickering, distortions) #15842

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Zireael07 opened this issue Mar 20, 2016 · 7 comments · Fixed by #15868
Closed

Minimap trouble (flickering, distortions) #15842

Zireael07 opened this issue Mar 20, 2016 · 7 comments · Fixed by #15868

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@Zireael07
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When walking around, I see the minimap flicker. At night, the flicker is where I believe Full Night Vision would let me see, every few tiles. During the day, the flicker happens every time I go past a building - the indoor tiles are displayed for a second or two and then hidden by the proper fog of war.

What is going on? Some kind of caching being done too late?

Visible in build g26c1f77. I ran the last version I have downloaded to check, nothing such in g0c77ec5. This means whatever happened, happened in the last three days.

@Zireael07 Zireael07 changed the title Minimap flickering for indoor tiles Minimap trouble (flickering, distortions) Mar 20, 2016
@Zireael07
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cata distorted minimap

AArgh. See the screen. It's definitely more than just indoor tiles being problematic.

-> Black block on the right hand part
-> Stripes above the house at the top of the minimap

@codemime
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I've turned on the minimap and can confirm that. Reverting #15828 solved the issue for me.

@lucianposton
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a26fddf is the first bad commit according to bisect.

a26fddf 2 days ago Rearange main rendering method to place curses cursor on @ at the end.

@Beanzy
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Beanzy commented Mar 20, 2016

#15828 Also breaks the UI refresh when I use SDL ASCII with non default fonts. Prior to #15828 there was no issue.

cdda issue

In the picture above the advanced inventory screen was opened and then closed, however the image still remains on screen.

@DanmakuDan
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It looks like with the rearrangement of the draw cycle, the minimap is getting drawn with the previous submap offset before the game updates the location where the player is. It looks like it also breaks the minimap when traveling between floors.

@kevingranade
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kevingranade commented Mar 21, 2016 via email

@DanmakuDan
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Looks like the minimap draw was implicitly depending on void map::draw( WINDOW* w, const tripoint &center ) inside draw_ter() updating the visibility cache (line 5849 in map.cpp):

    visibility_variables cache;
    update_visibility_cache( cache, center.z );

Manually adding the call in game::draw makes it act normal again. Maybe some of the cache updates can be collected in a function separate from the draw logic?

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