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#1 Old Nokia 3650 partial display - 2006-11-08, 13:31

Join Date: Sep 2006
Posts: 10
Location: Netherlands
Captain P
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Hey guys,

I just tested our game on a Nokia 3650 and found out that sometimes the screen doesn't get drawn completely. I'm pretty sure it has nothing to do with the getHeight() bug, as I check for any changes in the value it returns and store the last value. It looks more like a clip rectangle was set to clip off the lower region, after a part of the game screen has already been rendered, but in that case I should get the same result in an emulator.
It looks like some obscure memory issue, or perhaps the paint call gets interrupted when it takes too long? Has anyone here experienced something similar?
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#2 Old Re: Nokia 3650 partial display - 2006-11-10, 03:29

Join Date: Dec 2005
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peterblazejewicz
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hi,
have you tried to implement custom buffer:
Quote:
Applications whose repaint recomputation is expensive may create an offscreen Image, paint into it, and then draw this image on the Canvas when paint() is called.
(from Canvas mipd 2.0 docs, I know that your device is MIPD1.0),
regards,
peter
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#3 Old Re: Nokia 3650 partial display - 2006-11-24, 10:22

Join Date: Sep 2006
Posts: 10
Location: Netherlands
Captain P
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Thanks, that solved the partial display problem. I now have some flickering problems with the screen sometimes, but I guess that's because my buffer code is somewhat quickly thrown together. Shouldn't be too hard to fix I think.
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