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<rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Recent changes to bugs</title><link>https://sourceforge.net/p/pigapps/bugs/</link><description>Recent changes to bugs</description><atom:link href="https://sourceforge.net/p/pigapps/bugs/feed.rss" rel="self"/><language>en</language><lastBuildDate>Tue, 06 May 2008 21:57:15 -0000</lastBuildDate><atom:link href="https://sourceforge.net/p/pigapps/bugs/feed.rss" rel="self" type="application/rss+xml"/><item><title>updateScore belongs in a timer, not in PigKeyNavBehaviour</title><link>https://sourceforge.net/p/pigapps/bugs/3/</link><description>&lt;div class="markdown_content"&gt;&lt;p&gt;Design/source review.&lt;/p&gt;
&lt;p&gt;* View processElapsedFrames() in apps/PigShooter/Sources/PigKeyNavBehaviour.java&lt;/p&gt;
&lt;p&gt;EXPECTED: no external calls.&lt;/p&gt;
&lt;p&gt;ACTUAL: Key-nav-behaviour is tasked with updating the HUD display.  This "sets a bad example for the chilluns" and, in general, is bad MVC.&lt;/p&gt;
&lt;p&gt;What we want to do is make that call inside a timer created in the main PigShooter initialization.  It is its own "controller."&lt;/p&gt;
&lt;p&gt;Even better would be to make the HUD ("scorecard") be its own object, and IT can set up the timer at inception.&lt;/p&gt;&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Ted</dc:creator><pubDate>Tue, 06 May 2008 21:57:15 -0000</pubDate><guid>https://sourceforge.neta1f1e475bc2e90abcd4479e470c27fdb15523084</guid></item><item><title>HUD display distorted when player moves</title><link>https://sourceforge.net/p/pigapps/bugs/2/</link><description>&lt;div class="markdown_content"&gt;&lt;p&gt;* Build &amp;amp; run PigShooter&lt;br /&gt;
- NOTE: It is easier to see the problem if you modify processElapsedFrames() in apps/PigShooter/Sources/PigKeyNavBehaviour.java to change&lt;br /&gt;
eTime &amp;gt; 999&lt;br /&gt;
to&lt;br /&gt;
eTime &amp;gt; 20&lt;br /&gt;
This forces the redraw to happen at 50fps, vice just 1fps&lt;br /&gt;
* Drive around (arrow keys)&lt;br /&gt;
- shift-key to toggle "run" mode&lt;br /&gt;
- In particular, turn &amp;amp; shoot.  In addition to the timer (eTime &amp;gt; ...), shooting causes a scorecard udpate.&lt;/p&gt;
&lt;p&gt;EXPECTED: Smooth display of HUD&lt;/p&gt;
&lt;p&gt;ACTUAL: The HUD rotates &amp;amp; moves with player movement, giving a jittery, unpleasant experience.&lt;/p&gt;
&lt;p&gt;In apps/PigShooter/Sources/PigShooter.java, in replaceScoreCard(), there is a switch statement which details the several attempts made to solve this problem, none of which give satisfactory results.  It's not clear if this is a bug in J3D or not.&lt;/p&gt;&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Ted</dc:creator><pubDate>Tue, 06 May 2008 21:52:49 -0000</pubDate><guid>https://sourceforge.neta657254dab8e6cb0cd063985095f1ab65610e664</guid></item><item><title>Terrain texture does not map as expected</title><link>https://sourceforge.net/p/pigapps/bugs/1/</link><description>&lt;div class="markdown_content"&gt;&lt;p&gt;* Build &amp;amp; launch PigShooter&lt;br /&gt;
- View the ground/terrain from several different angles.&lt;/p&gt;
&lt;p&gt;EXPECTED: Neatly gridded terrain textures.&lt;/p&gt;
&lt;p&gt;ACTUAL: The terrain texture looks correct on some triangles, but is stretched -- sometimes to the extreme -- in others.&lt;/p&gt;
&lt;p&gt;This is almost certainly related to accepting the default tx/ty values for the IndexedTriangleStripArray in libs/T3D/Sources/T3DTerrainMesh.java.  The ideal solution would be for the T3DTerrainMesh object to have "normal" default behaviour, but to allow the developer-user to override, if they desire.  This fix would almost certainly be in (or called from) createGeometryIND_TRI_STRIP()&lt;/p&gt;&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Ted</dc:creator><pubDate>Tue, 06 May 2008 21:40:17 -0000</pubDate><guid>https://sourceforge.netb52fdf0bf5d325706f9f5977336022730533a2dd</guid></item></channel></rss>