[CF-Devel] smoothing code.
crossfire-devel-admin at archives.real-time.com
crossfire-devel-admin at archives.real-time.com
Sun Jul 6 00:13:10 CDT 2003
tchize wrote:
>
Le Vendredi 4 Juillet 2003 23:30, Mark Wedel a écrit :
<snip>
>
>
divide you destination picture in 4
>
the uperleft part is made of the upertleft part the 'left I' case
>
the upperight part is made of the uperright part of the 'nothing' case
>
the bottomleft part is made of the bottomleft part of the 'O' case
>
the bottomright part is made of the bottomright part of the '=' case
>
This all limit needs for drawing to 8 pictures. I did this choice cause,
>
when you look at "Figure 4: Artifact Grassland Transitions" on gamedev,
>
you'll see most pictures share some parts. I didn't think about the
>
possibility, in L shaped case, people might want to convert to a straight
>
line. I wanted to save time from pictures drawers. However, thé 32 pictures
>
case presented seems better. If the crossfire gfxers are ready to do the 32
>
pictures for each transition, am ready to convert the code to use the Cases
>
shown in document.
Note that it really isn't 32 more images.
From the gamedev article
(
http://www.gamedev.net/reference/articles/article934.asp
), the bottom 16 images
are already done (single corners).
And 8 of the top 16 images are already there. So that is really 8 images that
woudl need to be added (4 L's and 4 U's).
Even if those aren't done immediately, I really think support for them should
be added, as people are bound to want to draw such images at some point.
I also wonder if instead of having a bunch of seperate images for each tile if
it would be easier to instead have 1 larger smoothing tile of a set layout, and
the client just copies the bits over it needs. This reduces overhead a little
bit - presumably, if the client is going to need one smoothing tile for a
terrain, it is likely it will need all the combos.
The one problem I have with the existing graphics, is that they don't really
have any curves. When I look at the examples you have on your web page, things
don't look a lot smoother - the grass still has pretty much straight lines -
they just spill over a little into the neighboring spaces.
This may be a fault of the graphics - if you look at the gamedev article, it
seems the simple cases of the straight lines which are not through lines (eg,
one of your 001 cases) that the graphic has a more pronounced bow show to the
overlapping terrain. But that is just the typical matter of improving graphics.
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