Update the arcade window so it resets gl context properly everyframe.#2752
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DragonMoffon wants to merge 5 commits intodevelopmentfrom
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Update the arcade window so it resets gl context properly everyframe.#2752DragonMoffon wants to merge 5 commits intodevelopmentfrom
DragonMoffon wants to merge 5 commits intodevelopmentfrom
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…e unit tests from corrupting camera state
einarf
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Jul 15, 2025
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| self.enable_only(self.BLEND) | ||
| self.blend_func = self.BLEND_DEFAULT | ||
| self.point_size = 1.0 |
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The reset method was more for unit tests. We can still probably trim it down. These lines should definitly not be called every frame but they should be called in conftest between tests except that blending needs to disable instead.
I also don't know if it's necessary to bind the windowblock every frame but that should be done in unit tests.
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I've closed this PR, as it was doing two things. There are code fixes for Camera that are here that should be merged, while the context resetting should be handled better |
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This was discussed a while ago as part of the 3.0 changes. I put it off so that 3.0 could be released, and because there were larger issues with it to be solved. That work still needs doing.
The
ArcadeContextreset method used by unit tests did not work well. It has now been updated to use the default camera rather than setting theProjectionandViewmatrices manually.The GL state was not being reset before every
on_drawdispatch. This PR makes it so the gl state is reset, the screen's framebuffer is active, and the default camera is the active before everyon_draw. The consequences of this change on examples and unit tests should be checked before the PR is merged.