Closed MEisebitt closed 2 years ago
I noticed the problem does not occur when using arrays of the half screen size, like you did in your moving fringes example. However when removing the //2 's from your example it also begins to flicker from time to time.
On a side note: Decreasing the sleep time further makes the flashes reappear on the halved resolution aswell.
After a long search, I think I have located the error to the .Refresh() call in the UpdateImage() method of SLMwindow.
Calling it with eraseBackground=False
makes the flicker disappear for me.
def UpdateImage(self, event):
self.eventLock = event.eventLock
self.img = event.img
self.Refresh(eraseBackground=False)
self.ReleaseEventLock()
Hi,
Sorry for the delay. Thanks for the fix, I did not experience this bug myself but it may be because of different resolutions and parameters. I accepted the merge request.
Hey,
I tested the package on a monitor to make sure not to damage the LCoS I plan to control. Currently I just tried to draw a white rectangle onto a black screen that grows over time as a test, however on some refreshes/updateArray() calls the whole screen turns white. I checked an the flickering seems to only occur for a short time as increesing the sleep time in updateArray() does not increase the length of the flickering. It only happens on some draw calls so sometimes I get no flickering aswell. I am scared this might damage the LCoS. therefore I wanted to ask whether you know anything about this.
Below you can find a minimal example to demonstrate the problem:
The events are so random that sometimes I get 4 or 5 executions in a row without any but the next 4 or 5 all flicker constantly. I am using the latest github version.
Best Regards