Hello, I wanted to try the development version of vdr (1.5.3) to see what's new and to keep my actuator plugin up to date. I think that the new vdr is doing funky things with the osd, since the menu is unwatchable (a lot of "dxr3: colormanager: bummer, too many sections (14), reusing last one"). OTOH the menu of my plugin displays just fine. I did not try any skin plugin yet, I loaded the bare minimum (dxr3, actuator and savechannel), so I just tested the 2 skins included in vdr (being the classic one the worst).
Bye
En/na Luca Olivetti ha escrit:
Hello, I wanted to try the development version of vdr (1.5.3) to see what's new and to keep my actuator plugin up to date. I think that the new vdr is doing funky things with the osd, since the menu is unwatchable (a lot of "dxr3: colormanager: bummer, too many sections (14), reusing last one"). OTOH the menu of my plugin displays just fine. I did not try any skin plugin yet, I loaded the bare minimum (dxr3, actuator and savechannel), so I just tested the 2 skins included in vdr (being the classic one the worst).
Tried skinsoppalusikka now and it seems to work fine
Bye
En/na Luca Olivetti ha escrit:
En/na Luca Olivetti ha escrit:
Hello, I wanted to try the development version of vdr (1.5.3) to see what's new and to keep my actuator plugin up to date. I think that the new vdr is doing funky things with the osd, since the menu is unwatchable (a lot of "dxr3: colormanager: bummer, too many sections (14), reusing last one"). OTOH the menu of my plugin displays just fine. I did not try any skin plugin yet, I loaded the bare minimum (dxr3, actuator and savechannel), so I just tested the 2 skins included in vdr (being the classic one the worst).
Tried skinsoppalusikka now and it seems to work fine
Ok, solved: disabling the antialiasing classic and sttng:panels work ok with a dxr3. Probaly antialiasing produces too many colours for the dxr3 to handle.
Bye
On 06/16/07 20:32, Luca Olivetti wrote:
En/na Luca Olivetti ha escrit:
En/na Luca Olivetti ha escrit:
Hello, I wanted to try the development version of vdr (1.5.3) to see what's new and to keep my actuator plugin up to date. I think that the new vdr is doing funky things with the osd, since the menu is unwatchable (a lot of "dxr3: colormanager: bummer, too many sections (14), reusing last one"). OTOH the menu of my plugin displays just fine. I did not try any skin plugin yet, I loaded the bare minimum (dxr3, actuator and savechannel), so I just tested the 2 skins included in vdr (being the classic one the worst).
Tried skinsoppalusikka now and it seems to work fine
Ok, solved: disabling the antialiasing classic and sttng:panels work ok with a dxr3. Probaly antialiasing produces too many colours for the dxr3 to handle.
VDR's skins first check whether the OSD in use can handle 8bpp, and only then uses a single 256 color bitmap (with font anti-aliasing).
Maybe the dxr3 plugin claims to be able to handle 8bpp, but in fact can't?
Klaus
En/na Klaus Schmidinger ha escrit: anels work ok
with a dxr3. Probaly antialiasing produces too many colours for the dxr3 to handle.
VDR's skins first check whether the OSD in use can handle 8bpp, and only then uses a single 256 color bitmap (with font anti-aliasing).
Maybe the dxr3 plugin claims to be able to handle 8bpp, but in fact can't?
IIRC (it's been a while since I touched the dxr3 plugin) it can only handle 2bpp, but it can also use various regions ("highlights") each with a different palette. The plugin uses this as a trick to obtain more apparent bpp, so it accepts 8bpp, though the number of regions depends on the distribution of the colours, and with too many regions the dxr3 misbehaves or even completely hangs. To simplify: it can handle 8bpp but only when there aren't too many colours in a single line
Bye
On 06/16/07 23:11, Luca Olivetti wrote:
En/na Klaus Schmidinger ha escrit: anels work ok
with a dxr3. Probaly antialiasing produces too many colours for the dxr3 to handle.
VDR's skins first check whether the OSD in use can handle 8bpp, and only then uses a single 256 color bitmap (with font anti-aliasing).
Maybe the dxr3 plugin claims to be able to handle 8bpp, but in fact can't?
IIRC (it's been a while since I touched the dxr3 plugin) it can only handle 2bpp, but it can also use various regions ("highlights") each with a different palette. The plugin uses this as a trick to obtain more apparent bpp, so it accepts 8bpp, though the number of regions depends on the distribution of the colours, and with too many regions the dxr3 misbehaves or even completely hangs. To simplify: it can handle 8bpp but only when there aren't too many colours in a single line
This is not the recommended behavior.
If CanHandleAreas() is called with an 8bpp area, and the OSD accepts that, it is assumed that the *entire* area can be filled with arbitrary combinations of any of 256 colors.
Klaus