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[Freeciv-Dev] Re: (PR#7261) restructure tileset to avoid explicit terrai
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[Freeciv-Dev] Re: (PR#7261) restructure tileset to avoid explicit terrai

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Subject: [Freeciv-Dev] Re: (PR#7261) restructure tileset to avoid explicit terrain mention
From: "Jason Short" <jdorje@xxxxxxxxxxxxxxxxxxxxx>
Date: Mon, 19 Jan 2004 09:31:07 -0800
Reply-to: rt@xxxxxxxxxxx

<URL: http://rt.freeciv.org/Ticket/Display.html?id=7261 >

Raimar Falke wrote:

>>layered: What iso-view does to meld forest, hills, and mountains
>>together with adjacent similar and different terrain.  First a base
>>terrain (grassland) is drawn and dithered.  On top of this another
>>terrain (forest, hills, mountains) is drawn and blended.  (This is
>>similar to how S_RIVER is handled.)  Logically, if the terrain is
>>layered then dithering refers to the bottom layer and blending to
>>the top layer.  However it's also possible to mix-and-match
>>combinations of dithering, blending, and layering.
> 
> 
> This looks like an approach to reduce the number of base images by
> splitting and recombination and so eliminating redundancy.

Not exactly.  There's only one base terrain so the number of sprite 
combinations is the same (16x1 == 16).  But the grassland can be blended 
(to use Morgan's terminology) with adjacent terrain easily.  You can't 
blend forest or hills at all.  So you have to first draw the grassland, 
blended, then draw the hills on top of it.

jason




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