zoot Posted June 12, 2012 Share Posted June 12, 2012 (edited) Is there a problem with alpha blending on the new selection rings? They seem to have a jaggy white edge. It could be for contrast, but IMO it looks wrong:http://i173.photobucket.com/albums/w73/purepics/0AD/0ADgui02.png (ignore the UI mockup)Probably a known issue, but there you have it. Edited June 18, 2012 by zoot Link to comment Share on other sites More sharing options...
halcyonXIII Posted June 12, 2012 Share Posted June 12, 2012 (edited) 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 June 12, 2012 by halcyonXIII Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted June 12, 2012 Share Posted June 12, 2012 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. Link to comment Share on other sites More sharing options...
zoot Posted June 12, 2012 Author Share Posted June 12, 2012 (edited) 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 June 12, 2012 by zoot Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted June 12, 2012 Share Posted June 12, 2012 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? Link to comment Share on other sites More sharing options...
zoot Posted June 12, 2012 Author Share Posted June 12, 2012 That is one of Pureon's screenshots from the GUI thread: http://www.wildfiregames.com/forum/index.php?showtopic=16111&st=60#entry241554Maybe he can chime as to whether AA was on. Link to comment Share on other sites More sharing options...
Shield Bearer Posted June 12, 2012 Share Posted June 12, 2012 The screenshot looks like the game is not being run with Anti-aliasing turned on. Do you have anti-aliasing turned on or off?Do we even have AA? Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted June 12, 2012 Share Posted June 12, 2012 Do we even have AA?We don't have options for AA in our config, but your graphics driver does. Link to comment Share on other sites More sharing options...
Pureon Posted June 12, 2012 Share Posted June 12, 2012 That is one of Pureon's screenshots from the GUI thread: http://www.wildfireg...=60#entry241554Maybe he can chime as to whether AA was on.AA was probably on. I can't be sure. Link to comment Share on other sites More sharing options...
fabio Posted June 16, 2012 Share Posted June 16, 2012 What about generating the circle as a primitive, without the use of a texture? This way it would scale to any resolution. Link to comment Share on other sites More sharing options...
zoot Posted June 16, 2012 Author Share Posted June 16, 2012 I suspect it is too much work to implement. Unless the art dept. can see other uses for something like that. Link to comment Share on other sites More sharing options...
FeXoR Posted June 16, 2012 Share Posted June 16, 2012 (edited) 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 June 16, 2012 by FeXoR Link to comment Share on other sites More sharing options...
zoot Posted June 16, 2012 Author Share Posted June 16, 2012 Bitmap textures like this one (.png) can display aliasing artifacts when scaled. A neat solution might be to support vector graphics textures (.svg). Link to comment Share on other sites More sharing options...
fabio Posted June 17, 2012 Share Posted June 17, 2012 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?). Link to comment Share on other sites More sharing options...
zoot Posted June 17, 2012 Author Share Posted June 17, 2012 Indeed. I guess those 'borders' are loaded and scaled for each side of the rectangle and that something else would be needed for circles. Link to comment Share on other sites More sharing options...
fabio Posted June 17, 2012 Share Posted June 17, 2012 Another issue using the texture is that the circle thickness change when resizing it. Link to comment Share on other sites More sharing options...
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