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Skin: Graphic artifacts when switching selected buttons #1646
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So I can confirm this booger both here and in the filter dialog per @mkruselj report on slack. Looking. Not exactly sure what it is yet. |
and I can't for the life of me figure it out. Harumph. I thought it was the clip 0.01 shenanigans in CScalableBitmap but it isnt |
The crazy thing with poly is the only one it sticks on is the one which is set when you do the rebuild.So like select MONO FP and your booger is (wherever) no do scene b scene a and there is no booger. Check POLY and the booger is now on MONO FP So something about the initial draw is misaligned by a smidge. And if you zoom up you can see the smidge is exactly one pixel So somewhere between the draw-at-rebuild and the redraw is a one pixel jiggle. Double harumph. I will get this, but I won't get it today. |
Interestingly you can see there that the selected one is also drawn off by one pixel just you don't notice because the leftover goobit is the almost black line. I wonder if the whole draw is shifting by one px between build and redraw. (Why on earth would that happen). |
OK so the draw when we rebuild has cliprect == viewrect
that's at 130% on my mac or some such. |
sigh so i tried a call to makeIntegral inside cviewcontainer and that made the clip rectangle the right size but didn't kill the broken pixel :( |
Sigh |
yeah ha that's exactly it If I do
then no edge boogers. I don't think that's the permanent solution but I'm suer close now. |
See the comment in vstgui.surge for the fix Closes surge-synthesizer#1646 Closes surge-synthesizer#1923
Not sure when this cropped up but I am seeing it on both the light and dark skins.
macOS Mojave. 150% zoom but visible at all zoom level except 100%.
Essentially when the graphics files touch the extents of the clipping area there are some parts of it the dont appear to be getting redrawn when selecting a differing control.
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