In many cases we have more visual samples than screen pixels so we must
combine the visual samples 'underneath' a given pixel. Today that is done
via a max() function on that data. The flickering issue Tom is referring to
in #2 is because as the maximum visual sample in any given pixel moves from
pixel to pixel, the pixels 'jump' or flicker.
This is actually caused by the fact that we do /not/ do sub-pixel rendering
as we did in the old waveform code. If we did subpixel rendering as we did
in <=1.10.x then we would draw every single visual sample we have and have
OpenGL take care of drawing them at a particular zoom level.
To solve this flickering problem, we sample slightly more visual samples
than lie under a given a screen pixel. The downside to this is that as Tom
says, it has a smoothing effect on the waveform which is part of the
problem that Owen reports above (high/mid detail is reduced).
On Sun, Apr 8, 2012 at 3:33 PM, Sean M. Pappalardo <
<email address hidden>> wrote:
> You mean things like hot cue and beat markers? Yes, all renderers would
> have to be changed, then checked to make sure they are in sync with the
> actual audio being output. But to confirm, does removing sub-pixel
> rendering solve the flicker problem you mentioned in #2?
>
> --
> You received this bug notification because you are a member of Mixxx
> Development Team, which is subscribed to Mixxx.
> https://bugs.launchpad.net/bugs/976650
>
> Title:
> New waveform doesn't show mids/his very well
>
> To manage notifications about this bug go to:
> https://bugs.launchpad.net/mixxx/+bug/976650/+subscriptions
>
In many cases we have more visual samples than screen pixels so we must
combine the visual samples 'underneath' a given pixel. Today that is done
via a max() function on that data. The flickering issue Tom is referring to
in #2 is because as the maximum visual sample in any given pixel moves from
pixel to pixel, the pixels 'jump' or flicker.
This is actually caused by the fact that we do /not/ do sub-pixel rendering
as we did in the old waveform code. If we did subpixel rendering as we did
in <=1.10.x then we would draw every single visual sample we have and have
OpenGL take care of drawing them at a particular zoom level.
To solve this flickering problem, we sample slightly more visual samples
than lie under a given a screen pixel. The downside to this is that as Tom
says, it has a smoothing effect on the waveform which is part of the
problem that Owen reports above (high/mid detail is reduced).
On Sun, Apr 8, 2012 at 3:33 PM, Sean M. Pappalardo <
<email address hidden>> wrote:
> You mean things like hot cue and beat markers? Yes, all renderers would /bugs.launchpad .net/bugs/ 976650 /bugs.launchpad .net/mixxx/ +bug/976650/ +subscriptions
> have to be changed, then checked to make sure they are in sync with the
> actual audio being output. But to confirm, does removing sub-pixel
> rendering solve the flicker problem you mentioned in #2?
>
> --
> You received this bug notification because you are a member of Mixxx
> Development Team, which is subscribed to Mixxx.
> https:/
>
> Title:
> New waveform doesn't show mids/his very well
>
> To manage notifications about this bug go to:
> https:/
>