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. _______________________________________________ crossfire-devel mailing list crossfire-devel at lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel