opengl windows bugged placement on compositing

2014-01-07 Thread Roland Plüss
This problem is nagging me since a long time but recently I could better nail it down to be a compositing problem on X11. Imagine the following situation: You have a window with an OpenGL context for 3D rendering. You create the window with XCreateWindow and an OpenGL infused visual (glXChooseVisu

Re: opengl windows bugged placement on compositing

2014-01-08 Thread Roland Plüss
On 01/08/2014 02:28 AM, Michel Dänzer wrote: > On Mit, 2014-01-08 at 01:14 +0100, Roland Plüss wrote: >> Is reparenting with compositing a huge problem by itself? > Seems to work just fine for me. Which driver stack are you using? Maybe > post your Xorg.0.log file and/or test a

Re: opengl windows bugged placement on compositing

2014-01-08 Thread Roland Plüss
On 01/08/2014 04:50 AM, Thomas Lübking wrote: > On Mittwoch, 8. Januar 2014 01:14:20 CEST, Roland Plüss wrote: > >> You have a window with an OpenGL context for 3D rendering. >> You create the window with XCreateWindow and an OpenGL infused visual >> (glXChooseVisual).

Re: opengl windows bugged placement on compositing

2014-01-08 Thread Roland Plüss
On 01/09/2014 02:01 AM, Thomas Lübking wrote: > On Mittwoch, 8. Januar 2014 12:20:24 CEST, Roland Plüss wrote: > >> xwininfo: Window id: 0x561 (has no name) >> Depth: 24 >> Visual: 0x23 >> Visual Class: TrueColor >> Class: InputOutput >>

Re: opengl windows bugged placement on compositing

2014-01-08 Thread Roland Plüss
On 01/09/2014 02:31 AM, Michel Dänzer wrote: > On Mit, 2014-01-08 at 11:50 +0100, Roland Plüss wrote: >> On 01/08/2014 02:28 AM, Michel Dänzer wrote: >>> On Mit, 2014-01-08 at 01:14 +0100, Roland Plüss wrote: >>>> Is reparenting with compositing a huge problem by

Re: opengl windows bugged placement on compositing

2014-01-09 Thread Roland Plüss
On 01/09/2014 04:01 AM, Michel Dänzer wrote: > On Don, 2014-01-09 at 03:23 +0100, Roland Plüss wrote: >> On 01/09/2014 02:31 AM, Michel Dänzer wrote: >>> On Mit, 2014-01-08 at 11:50 +0100, Roland Plüss wrote: >>>> On 01/08/2014 02:28 AM, Michel Dänzer wrote: >

Re: opengl windows bugged placement on compositing

2014-01-09 Thread Roland Plüss
On 01/09/2014 07:59 AM, Thomas Lübking wrote: > On Donnerstag, 9. Januar 2014 02:29:59 CEST, Roland Plüss wrote: >> It looks thus as if the GL rendering output area lags behind the window >> position/size change as if the Compositor does apply the X event to the >> X wi

Re: opengl windows bugged placement on compositing

2014-01-09 Thread Roland Plüss
On 01/09/2014 02:01 AM, Thomas Lübking wrote: > On Mittwoch, 8. Januar 2014 12:20:24 CEST, Roland Plüss wrote: > >> xwininfo: Window id: 0x561 (has no name) >> Depth: 24 >> Visual: 0x23 >> Visual Class: TrueColor >> Class: InputOutput >>

Re: opengl windows bugged placement on compositing

2014-01-09 Thread Roland Plüss
On 01/10/2014 02:09 AM, Michel Dänzer wrote: > On Don, 2014-01-09 at 13:20 +0100, Roland Plüss wrote: >> On 01/09/2014 04:01 AM, Michel Dänzer wrote: >>>> How exactly could DRI2 make a problem with the cat driver? >>> DRI2 is not the problem, it's a po

Re: opengl windows bugged placement on compositing

2014-01-10 Thread Roland Plüss
On 01/10/2014 03:01 AM, Michel Dänzer wrote: > On Fre, 2014-01-10 at 02:31 +0100, Roland Plüss wrote: >> On 01/10/2014 02:09 AM, Michel Dänzer wrote: >>> On Don, 2014-01-09 at 13:20 +0100, Roland Plüss wrote: >>>> On 01/09/2014 04:01 AM, Michel Dänzer wrote: >&g

glxSwapBuffers in render thread with compositors missing update

2015-05-31 Thread Roland Plüss
The special situation is this: - A toolkit driven application (FOX-ToolKit in this case) - Render window is "injected" into the framework (so this means no influence to X11 event loop handling of the application) - Main Thread: Does everything not touching OpenGL (in particular has no GL context as

WM_DELETE_WINDOW does not send ClientMessage

2020-01-19 Thread Roland Plüss
I'm finishing up my software for releasing but run into a big issue. If I use window mode instead of full-screen mode the user should be able to close the window using the X button. I can prevent this from happening using this code: Atom delAtom = XInternAtom( display, "WM_DELETE_WINDOW", False );

Re: WM_DELETE_WINDOW does not send ClientMessage

2020-01-19 Thread Roland Plüss
"display", and in your loop, you specify "pDisplay" ; is it the same > display ? > > Le 19/01/2020 à 13:33, Roland Plüss a écrit : >> I'm finishing up my software for releasing but run into a big issue. If >> I use window mode instead of full-screen mode the

Re: WM_DELETE_WINDOW does not send ClientMessage

2020-01-19 Thread Roland Plüss
ons like gain/loose focus of the window but not the ClientMessage. I can change who sets these window manager hints but I would like to understand why some stuff should work and not the other. On 1/19/20 3:53 PM, Lucien Gentis wrote: > > > Le 19/01/2020 à 15:17, Roland Plüss a écrit : >&

Re: WM_DELETE_WINDOW does not send ClientMessage

2020-01-19 Thread Roland Plüss
wrote: > > > Le 19/01/2020 à 15:17, Roland Plüss a écrit : >> >> Hi Lucien, >> >> Depends what you call the same display. The window is created in the >> render thread while event looping is done in the main thread. In both >> places XOpenDisplay(

Re: WM_DELETE_WINDOW does not send ClientMessage

2020-01-19 Thread Roland Plüss
wo display would access X at the same time. Would this help? On 1/19/20 6:28 PM, Carsten Haitzler (The Rasterman) wrote: > On Sun, 19 Jan 2020 15:17:17 +0100 Roland Plüss said: > >> Hi Lucien, >> >> Depends what you call the same display. The window is created in the >> r

Re: WM_DELETE_WINDOW does not send ClientMessage

2020-01-19 Thread Roland Plüss
I've added now an event loop to the render thread using that display connection. This seems to work. Come to think of it this is actually not so bad anyways. Moved some events over to that event loop. In the end I need the main loop only for input handling so these events can go to the render threa

Re: WM_DELETE_WINDOW does not send ClientMessage

2020-01-20 Thread Roland Plüss
ad no superior application performance. So I'm used to juggle loaded guns with safety triggers off :D On 1/20/20 9:47 AM, Carsten Haitzler (The Rasterman) wrote: > On Sun, 19 Jan 2020 19:05:58 +0100 Roland Plüss said: > >> In many cases I can do it purely on the render thread onl