[Freeciv-Dev] Re: (PR#2408) Problem with diagonal roads and rails
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On Tuesday 17 December 2002 03:23, you wrote:
> [guest - Sun Dec 15 15:45:06 2002]:
> > [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.
>
> In that case we must draw the road corners even if there is an
> overlapping railroad (since the railroad may not cover it). So things
> become slightly more complicated...
>
> Patch attached.
>
> jason
This patch looks fine to me.
-Thue
- [Freeciv-Dev] (PR#2408) Problem with diagonal roads and rails, (continued)
- [Freeciv-Dev] (PR#2408) Problem with diagonal roads and rails, Jason Short via RT, 2002/12/11
- [Freeciv-Dev] (PR#2408) Problem with diagonal roads and rails, Guest via RT, 2002/12/13
- [Freeciv-Dev] (PR#2408) Problem with diagonal roads and rails, Jason Short via RT, 2002/12/14
- [Freeciv-Dev] (PR#2408) Problem with diagonal roads and rails, Guest via RT, 2002/12/15
- [Freeciv-Dev] (PR#2408) Problem with diagonal roads and rails, Jason Short via RT, 2002/12/16
[Freeciv-Dev] (PR#2408) Problem with diagonal roads and rails, Jason Short via RT, 2002/12/16
- Message not available
- [Freeciv-Dev] Re: (PR#2408) Problem with diagonal roads and rails,
Thue Janus Kristensen via RT <=
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