I found exactly the same fix :)

Let's hear from Scott what he thinks.

- Bert -

On 24.02.2012, at 20:57, Ricardo Moran wrote:

I seem to have found a fix by modifying PasteUpMorph>>privateOuterDisplayWorld to leave the background morph out, like this:

privateOuterDisplayWorld 
worldState displayWorld: self submorphs: (submorphs copyWithout: backgroundMorph)

This seems to work but I fear the cost of making a copy all the time could be too high (I haven't checked, though). Another idea would be to never add the backgroundMorph to the World's submorphs but this could be even worse and it's not consistent with the playfield's case.

What do you think?

Richo

On Fri, Feb 24, 2012 at 3:53 PM, Bert Freudenberg <bert@freudenbergs.de> wrote:

On 24.02.2012, at 18:19, Ricardo Moran wrote:


On Fri, Feb 24, 2012 at 2:00 PM, Ricardo Moran <richi.moran@gmail.com> wrote:
Hi, you should grab a playfield from the supplies flap and draw you background in the playfield, then put your car inside the playfield and the pen trails should be above the background.

Hi, I think this is a bug. The pen trails work different in a playfield than in the world. In the world the background morph is draw above the pen trails, but in the playfield the pen trails are draw above the background. I believe the latter is the correct.

I looked at the code briefly and I couldn't find the error. In fact, it's weird because if I evaluate
 
World drawOn: Display getCanvas

in a workspace the pen trails are draw correctly. Any ideas?


Interesting bug indeed ...

- Bert -