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Selection ring aliasing


zoot
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The selection circles do have a white border (see here), but they do look a little jagged even at the maximum allowed zoom. Perhaps a softer transition between the white border and the colour would look better..

Edited by halcyonXIII
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The selection circles do have a white border (see here), but they do look a little jagged even at the maximum allowed zoom. Perhaps a softer transition between the white border and the colour would look better..

Don't look all that "jagged" to me. Only real solution would be to increase the texture resolution.
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Oh, I guess alpha isn't supported for textures? Curious why there is an additional black edge around the white edge though. (Edit: I guess that is the intended visual but the resolution just doesn't render it very smoothtly? Anyway, I'm not an expert, just wondering what was going on there.)

Edited by zoot
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Oh, I guess alpha isn't supported for textures? Curious why there is an additional black edge around the white edge though. (Edit: I guess that is the intended visual but the resolution just doesn't render it very smoothtly? Anyway, I'm not an expert, just wondering what was going on there.)

The screenshot looks like the game is not being run with Anti-aliasing turned on. Do you have anti-aliasing turned on or off?
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What about generating the circle as a primitive, without the use of a texture? This way it would scale to any resolution.

Isn't a texture (and/or model) scalable???

Edited by FeXoR
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I suspect it is too much work to implement. Unless the art dept. can see other uses for something like that.

Is this already done for rectangular selections? I can't find a rectangular texture under http://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/art/textures/selection?order=name (only the "outline_border" which are probably used for them, making them look better than the circular ones?).

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