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[Freeciv-Dev] (PR#2408) Problem with diagonal roads and rails
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[Freeciv-Dev] (PR#2408) Problem with diagonal roads and rails

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To: freeciv@xxxxxxxxxxxxxxxxxxxxx
Cc: freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] (PR#2408) Problem with diagonal roads and rails
From: "Guest via RT" <rt@xxxxxxxxxxxxxx>
Date: Sun, 15 Dec 2002 07:45:06 -0800
Reply-to: rt@xxxxxxxxxxxxxx

[jdorje - Sat Dec 14 09:59:32 2002]:

> [guest - Fri Dec 13 15:41:03 2002]:
> 
> 
> > You shouldn't draw the road corners if the connection is a railroad.
> > So
> > in fill_road_corner_sprites the road code part need to check that both
> > adjacent tiles don't contain railroad. Only then should you it count
> > for
> > a road.
> 
> True, although in that case the rail will just be drawn over the road.

In the trident tileset yes. But it is easy to imagine useful graphics
would not cover this properly.

> > You also need to split the fill_road_corner_sprites function up into
> > 2.
> > As it is now there is a problem when a diagonal road crosses a
> > diagonal
> > rail. In that case the road corners need to be drawn below the rail
> > diagonals, but the rail corners need to be drawn above the road
> > diagonals. The solution would be to make fill_road_corner_sprites and
> > put it just before the rail drawing, and make fill_rail_corner_sprites
> > and put that just after the rail drawing.
> 
> Ugh, yes.  This would require a restructuring of that part of the
> tilespec code.  I'm not quite ready for that, so instead here's a patch
> that simply doesn't draw road corners at all (it draws rail corners, in
> iso and non-iso view).

Wouldn't it be quite simple to do it as i described?

-Thue


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