OpenGL terrain renderer does not dither between adjacent fields
Bug #722196 reported by
Nicolai Hähnle
This bug affects 3 people
Affects | Status | Importance | Assigned to | Milestone | |
---|---|---|---|---|---|
widelands |
Fix Released
|
Low
|
Shevonar |
Bug Description
In SDL/software rendering, the space between fields of different terrain types is made to look more fuzzy. The OpenGL terrain renderer should be extended to also do this, to make the changes between terrain types less harsh.
Related branches
lp:~shevonar/widelands/opengl
- Widelands Developers: Pending requested
-
Diff: 1106 lines (+541/-129)16 files modifiedChangeLog (+7/-1)
src/graphic/graphic.cc (+20/-4)
src/graphic/graphic.h (+3/-1)
src/graphic/render/gameview.cc (+12/-79)
src/graphic/render/gameview.h (+6/-6)
src/graphic/render/gameview_opengl.cc (+101/-0)
src/graphic/render/gameview_opengl.h (+54/-0)
src/graphic/render/gameview_sdl.cc (+105/-0)
src/graphic/render/gameview_sdl.h (+50/-0)
src/graphic/render/terrain_opengl.h (+130/-19)
src/graphic/texture.cc (+31/-6)
src/graphic/texture.h (+2/-2)
src/ui_fsmenu/options.cc (+3/-3)
src/wlapplication.cc (+7/-4)
src/wui/mapview.cc (+10/-3)
worlds/greenland/terrainconf (+0/-1)
Changed in widelands: | |
milestone: | none → build17-rc1 |
Changed in widelands: | |
status: | Confirmed → In Progress |
assignee: | nobody → Shevonar (shevonar) |
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Note that the OpenGL rendere does not necessarily need to dither. S2 did a special rendering round to draw the edges between triangles with different terrains. They had oval shaped images that were stretched to map on the edges. That looked really good and also removed the "triangle" feeling because the fields actually became rounded visually.