Current frame indicator has misaligned and inconsistent pixel positioning #98089

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opened 2022-05-13 10:05:03 +02:00 by Colin Basnett · 4 comments
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System Information
Operating system: Windows 11
Graphics card: NVIDIA GeForce RTX 3060 TI

Blender Version
Broken: 3.1.2
Worked: Probably never

The current frame indicator is aligned inconsistently against the keyframes depending on where the current frame indicator is within the 2D viewport.

framewiggle.mp4

There is an additional issue that is probably contributing to this as well. The frame indicator is 4 pixels wide (shadow included). Note that this is an even number. Because the background grids, keyframes etc. all have odd widths, it is mathematically impossible for the frame indicator to ever be properly centred over any of them. The current frame indicator should be made to be 3 pixels wide, or perhaps 5 pixels wide so that it can actually be centred with other elements in the UI.

image.png

Exact steps for others to reproduce the error

  1. Make a bunch of keyframes on an action.
  2. Position the current frame at a frame that has keyframes.
  3. Pan the 2D viewport of the action editor.
**System Information** Operating system: Windows 11 Graphics card: NVIDIA GeForce RTX 3060 TI **Blender Version** Broken: 3.1.2 Worked: Probably never The current frame indicator is aligned inconsistently against the keyframes depending on where the current frame indicator is within the 2D viewport. [framewiggle.mp4](https://archive.blender.org/developer/F13072107/framewiggle.mp4) There is an additional issue that is probably contributing to this as well. The frame indicator is 4 pixels wide (shadow included). Note that this is an *even* number. Because the background grids, keyframes etc. all have *odd* widths, it is mathematically impossible for the frame indicator to ever be properly centred over any of them. The current frame indicator should be made to be 3 pixels wide, or perhaps 5 pixels wide so that it can actually be centred with other elements in the UI. ![image.png](https://archive.blender.org/developer/F13072114/image.png) **Exact steps for others to reproduce the error** 1. Make a bunch of keyframes on an action. 2. Position the current frame at a frame that has keyframes. 3. Pan the 2D viewport of the action editor.
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Added subscriber: @cmbasnett

Added subscriber: @cmbasnett

Added subscriber: @mano-wii

Added subscriber: @mano-wii

Changed status from 'Needs Triage' to: 'Confirmed'

Changed status from 'Needs Triage' to: 'Confirmed'

Thanks for the report.

The problem happens because the time editor elements (grid, markers, keys) are drawn in frame unit space (set in UI_view2d_view_ortho) and cursors are drawn in pixel space (set in wmOrtho2_region_pixelspace).

When drawing with UI_view2d_view_ortho, we skip the step of converting the frame/y coordinates to pixel coordinates (via UI_view2d_view_to_region_x).

But the problem is that UI_view2d_view_ortho, wmOrtho2_region_pixelspace and UI_view2d_view_to_region_x apparently don't follow a precise transformation convention.

Thanks for the report. The problem happens because the time editor elements (grid, markers, keys) are drawn in frame unit space (set in `UI_view2d_view_ortho`) and cursors are drawn in pixel space (set in `wmOrtho2_region_pixelspace`). When drawing with `UI_view2d_view_ortho`, we skip the step of converting the frame/y coordinates to pixel coordinates (via `UI_view2d_view_to_region_x`). But the problem is that `UI_view2d_view_ortho`, `wmOrtho2_region_pixelspace` and `UI_view2d_view_to_region_x` apparently don't follow a precise transformation convention.
Philipp Oeser removed the
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label 2023-02-09 14:35:05 +01:00
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Reference: blender/blender#98089
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