[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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