[Freeciv-Dev] Re: (PR#5101) improved dithering, made elegant
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Jason Short wrote:
>Will someone review this patch?
>
>[dspeyer@xxxxxxxxxxx - Fri Sep 5 17:29:31 2003]:
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>>Jason Short wrote:
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>>>I do have a couple of questions about the GUI parts, though:
>>>
>>>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.
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>I don't understand this. The ocean covers the entire tile, so won't
>anything drawn underneath it just be covered up and waste our time?
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>And, why is there an ADD_SPRITE_SIMPLE(sprites.coast_color) in tilespec.c?
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>What am I missing?
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The key point is that the coasts now have transparent sections. This
means that instead of the beach reaching slightly and awkwardly onto the
land through dither (which looks rather ugly if you pay attention to it)
the land can now spread out into the beach territory.
Admittedly, it's a waste underneath open ocean. I considered not
drawing it then, but it occurred to me that I haven't actualy measured
the speed and it's just modifying caches anyway (none of this gets
flushed even out of GTK, IIRC). So rather than engage in premature
optimization, I just drew the coast_color tile everywhere.
If a profiler shows this to have non-trivial cost, I'll gladly change it.
--Daniel
>jason
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