FogOfWar | War plugin for Unreal Engine | Plugin library
kandi X-RAY | FogOfWar Summary
kandi X-RAY | FogOfWar Summary
This is a Fog of War plugin for Unreal Engine 4. It is based on the Fog of War Tutorial by Isvulfe on the Unreal Engine forums. Right now the code is nearly identical to that of the thread, except for some minor changes to get it running on UE 4.19 and turning it into a plugin. This will change in the future as will use modify this in order to make it a better fit for my other projects.
Support
Quality
Security
License
Reuse
Top functions reviewed by kandi - BETA
Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of FogOfWar
FogOfWar Key Features
FogOfWar Examples and Code Snippets
Community Discussions
Trending Discussions on FogOfWar
QUESTION
I'm very new to java.swing and I have looked at other answers but I'm struggling to understand how to properly double buffer in order to remove flickering.
Currently I have a JFrame class that has an action Listener
...ANSWER
Answered 2018-Jun-06 at 01:24but I'm struggling to understand how to properly double buffer in order to remove flickering
I just want to make one thing very clear. When custom painting is done correctly, Swing components are automatically double buffered.
Calling super.paint
in movePlayer
is an inappropriate abuse of the painting system.
Don't use getGraphics
, this is not how custom painting works. Also, don't dispose of a Graphics
context you didn't create, this can actually prevent components which are schedule to painted after yours from been painted.
Swing uses a passive rendering algorithm, this means that it will schedule painting to occur when ever it decides it needs to be done. You don't have control over it, the best you can do is provide "hints" to the system that you would like a component or some part of the component repainted (ie repaint
). The painting subsystem will then decide when and what should be painted. Your components will be requested to perform a paint operation via their paint methods.
When done this way, Swing will double buffer the paint operation, so all components been painted are buffered and when the paint pass is complete, the image updated to the screen
I would, highly recommend, reading through:
for more details about how the painting system works in Swing and how you are expected to work with it
As a side note, I would also avoid loading resources (or performing any time consuming tasks) in any paint functionality. Painting should run as fast as possible
Community Discussions, Code Snippets contain sources that include Stack Exchange Network
Vulnerabilities
No vulnerabilities reported
Install FogOfWar
Support
Reuse Trending Solutions
Find, review, and download reusable Libraries, Code Snippets, Cloud APIs from over 650 million Knowledge Items
Find more librariesStay Updated
Subscribe to our newsletter for trending solutions and developer bootcamps
Share this Page