[Freeciv-Dev] (PR#18466) Gfx problem with two sea types

2007-10-16 Thread Pepeto _

URL: http://bugs.freeciv.org/Ticket/Display.html?id=18466 

Isn't this now implemented in trunk and S2_2?


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Re: [Freeciv-Dev] (PR#18466) Gfx problem with two sea types

2007-01-22 Thread Daniel Markstedt

URL: http://bugs.freeciv.org/Ticket/Display.html?id=18466 

On 1/22/07, Marko Lindqvist [EMAIL PROTECTED] wrote:

 URL: http://bugs.freeciv.org/Ticket/Display.html?id=18466 

 On 1/21/07, Marko Lindqvist [EMAIL PROTECTED] wrote:
 
   After reading some source code (README.graphics does not document
  this) I think that matching_style = full can be used to achieve what
  I want. So far I have found out that client is not giving any error
  messages when something is wrong in tileset using matching_style =
  full.

  So this ticket is down to blending problem with amplio seas. 1) We
 want to blend between Ocean and land. 2) We want to blend between Deep
 Ocean and land. 3) We do not want to blend between Ocean and Deep
 Ocean. Currently we cannot get all three simultaneously.


  - ML



The problem would 'go away' if we disallowed deep ocean next to land -
as is the case in Civ3.

 ~Daniel



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Re: [Freeciv-Dev] (PR#18466) Gfx problem with two sea types

2007-01-22 Thread Marko Lindqvist

URL: http://bugs.freeciv.org/Ticket/Display.html?id=18466 

On 1/22/07, Daniel Markstedt [EMAIL PROTECTED] wrote:

 On 1/22/07, Marko Lindqvist [EMAIL PROTECTED] wrote:
 
   So this ticket is down to blending problem with amplio seas. 1) We
  want to blend between Ocean and land. 2) We want to blend between Deep
  Ocean and land. 3) We do not want to blend between Ocean and Deep
  Ocean. Currently we cannot get all three simultaneously.
 

 The problem would 'go away' if we disallowed deep ocean next to land -
 as is the case in Civ3.

 Yes, but that would be quite a can of worms itself. And I'm not
particularly happy in hardwiring such rules now we have worked hard to
make mapgenerator as generic as it is today.
 Terrain is changed at least in mapgenerator, by terraforming and by
editor. Of these only mapgenerator currently have any idea of ocean
depth or if particular terrain is suitable representation of that
depth.

 The blending problem happens only with certain tilesets. Also, once
we start modifying terrain placement code to suit certain tileset,
what proves that similar problem does not appear between some other
terrain types in some other tileset.


 - ML



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Re: [Freeciv-Dev] (PR#18466) Gfx problem with two sea types

2007-01-22 Thread Marko Lindqvist

URL: http://bugs.freeciv.org/Ticket/Display.html?id=18466 

On 1/22/07, Marko Lindqvist [EMAIL PROTECTED] wrote:

 On 1/22/07, Daniel Markstedt [EMAIL PROTECTED] wrote:
 
  On 1/22/07, Marko Lindqvist [EMAIL PROTECTED] wrote:
  
So this ticket is down to blending problem with amplio seas. 1) We
   want to blend between Ocean and land. 2) We want to blend between Deep
   Ocean and land. 3) We do not want to blend between Ocean and Deep
   Ocean. Currently we cannot get all three simultaneously.
  
 
  The problem would 'go away' if we disallowed deep ocean next to land -
  as is the case in Civ3.

  Yes, but that would be quite a can of worms itself.

 That is to say: It's much easier and less bug-prune to make new
tilespec feature for this than to modify terrain placement.


 - ML



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Re: [Freeciv-Dev] (PR#18466) Gfx problem with two sea types

2007-01-21 Thread Marko Lindqvist

URL: http://bugs.freeciv.org/Ticket/Display.html?id=18466 

On 1/21/07, Marko Lindqvist [EMAIL PROTECTED] wrote:

 URL: http://bugs.freeciv.org/Ticket/Display.html?id=18466 

 On 7/10/06, Marko Lindqvist [EMAIL PROTECTED] wrote:
   I don't think it's possible with current codebase to create
  graphics that actually work with two separate ocean types. Either coast
  gets drawn between ocean types or coast is not drawn correctly.

  Screenshot attached. There is coast drawn between sea types and no
 coast between deep sea and land. That is because coast is always drawn
 between coastal sea and another terrain type and never between deep
 ocean and another terrain type.

 Ok, setting same match_type in layer0 for both sea types disables
coast drawing between them. Setting second layer for deep ocean, but
not for coastal sea, makes blending between them to work correctly.
 Now only problem is that there is no coast drawn between deep ocean
and land where they are next to each other.


 - ML



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Re: [Freeciv-Dev] (PR#18466) Gfx problem with two sea types

2007-01-21 Thread Marko Lindqvist

URL: http://bugs.freeciv.org/Ticket/Display.html?id=18466 

On 1/21/07, Marko Lindqvist [EMAIL PROTECTED] wrote:

 On 1/21/07, Marko Lindqvist [EMAIL PROTECTED] wrote:
 
  URL: http://bugs.freeciv.org/Ticket/Display.html?id=18466 
 
  On 7/10/06, Marko Lindqvist [EMAIL PROTECTED] wrote:
I don't think it's possible with current codebase to create
   graphics that actually work with two separate ocean types. Either coast
   gets drawn between ocean types or coast is not drawn correctly.
 
   Screenshot attached. There is coast drawn between sea types and no
  coast between deep sea and land. That is because coast is always drawn
  between coastal sea and another terrain type and never between deep
  ocean and another terrain type.

  Ok, setting same match_type in layer0 for both sea types disables
 coast drawing between them. Setting second layer for deep ocean, but
 not for coastal sea, makes blending between them to work correctly.
  Now only problem is that there is no coast drawn between deep ocean
 and land where they are next to each other.

 After reading some source code (README.graphics does not document
this) I think that matching_style = full can be used to achieve what
I want. So far I have found out that client is not giving any error
messages when something is wrong in tileset using matching_style =
full.


 - ML



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