[Freeciv-Dev] Re: (PR#5101) improved dithering, made elegant
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Jason Short wrote:
>[guest - Fri Aug 15 04:31:51 2003]:
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>>Some of you may remember this one from a while back, but it's gotten
>>much more elegant and cross-gui-able.
>>
>>This patch allows rotating dithers for more variety, and over-generous
>>dithers for mountains, hills, an oceans. The result is a substancial
>>visual improvement and an illimination of the embarrising grasslands
>>(isotrident) or plains (lexxy) that always surrounded the bases of
>>mountains.
>>
>>I've tested it in gtk and gtk2. I've also written it for win32 and
>>mui,
>>but haven't tested because I don't have those environments. xaw and
>>sdl
>>don't use tilesetted dithers, so they are unaffected.
>>
>>It requires a compatible tileset to have any effect. I've posted a
>>new
>>isotrident at http://wam.umd.edu/~dspeyer/isotrident-dither.tgz and a
>>screenshot at http://wam.umd.edu/~dspeyer/dithershot.jpg (why can't I
>>upload to ftp.freeciv.org anymore?).
>>
>>
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>We should do this in two steps.
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>The first step makes the GUI cleanups, separating the dither choice
>behind a get_dither_mask call.
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I suppose we could, but the patch is pretty small already, and the first
half would be rather silly.
>The second introduces the added functionality of new dithering.
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>I do have a couple of questions about the GUI parts, though:
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>1. In GTK and GTK2, why the changes to pixmap_put_tile_iso? Doesn't
>this mean you're drawing a dithered sprite, then drawing ocean on top of it?
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Yes, that's exactly wat it does. This means that the land can stretch
out toward the shore, instead of the embarrissingly full coastlines of
generic terrain we have now.
>2. I'm pretty sure gui-sdl does use dithering. But it's done
>differently from other GUIs. IIRC.
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I tried to skim the code there, but it's very complicated. I think I'd
better leave sdl to people who know it. This patch won't effect them.
--Daniel
>jason
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