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Selection ring aliasing


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#1 zoot

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Posted 12 June 2012 - 01:13 AM

Is there a problem with alpha blending on the new selection rings? They seem to have a jaggy white edge. It could be for contrast, but IMO it looks wrong:

http://i173.photobuc...AD/0ADgui02.png (ignore the UI mockup)

Probably a known issue, but there you have it.

Edited by zoot, 18 June 2012 - 08:22 AM.


#2 halcyonXIII

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Posted 12 June 2012 - 03:51 AM

The selection circles do have a white border (see here), but they do look a little jagged even at the maximum allowed zoom. Perhaps a softer transition between the white border and the colour would look better..

Edited by halcyonXIII, 12 June 2012 - 03:52 AM.


#3 Mythos_Ruler

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Posted 12 June 2012 - 04:57 AM

View PosthalcyonXIII, on 12 June 2012 - 03:51 AM, said:

The selection circles do have a white border (see here), but they do look a little jagged even at the maximum allowed zoom. Perhaps a softer transition between the white border and the colour would look better..
Don't look all that "jagged" to me. Only real solution would be to increase the texture resolution.
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#4 zoot

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Posted 12 June 2012 - 05:32 AM

Oh, I guess alpha isn't supported for textures? Curious why there is an additional black edge around the white edge though. (Edit: I guess that is the intended visual but the resolution just doesn't render it very smoothtly? Anyway, I'm not an expert, just wondering what was going on there.)

Edited by zoot, 12 June 2012 - 05:53 AM.


#5 Mythos_Ruler

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Posted 12 June 2012 - 06:35 AM

View Postzoot, on 12 June 2012 - 05:32 AM, said:

Oh, I guess alpha isn't supported for textures? Curious why there is an additional black edge around the white edge though. (Edit: I guess that is the intended visual but the resolution just doesn't render it very smoothtly? Anyway, I'm not an expert, just wondering what was going on there.)
The screenshot looks like the game is not being run with Anti-aliasing turned on. Do you have anti-aliasing turned on or off?
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#6 zoot

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Posted 12 June 2012 - 06:49 AM

That is one of Pureon's screenshots from the GUI thread: http://www.wildfireg...=60#entry241554

Maybe he can chime as to whether AA was on.

#7 Shield Bearer

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Posted 12 June 2012 - 11:24 AM

View PostMythos_Ruler, on 12 June 2012 - 06:35 AM, said:

The screenshot looks like the game is not being run with Anti-aliasing turned on. Do you have anti-aliasing turned on or off?
Do we even have AA?
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#8 Mythos_Ruler

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Posted 12 June 2012 - 03:24 PM

View PostShield Bearer, on 12 June 2012 - 11:24 AM, said:

Do we even have AA?
We don't have options for AA in our config, but your graphics driver does.
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#9 Pureon

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Posted 12 June 2012 - 04:17 PM

View Postzoot, on 12 June 2012 - 06:49 AM, said:

That is one of Pureon's screenshots from the GUI thread: http://www.wildfireg...=60#entry241554

Maybe he can chime as to whether AA was on.

AA was probably on. I can't be sure.
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#10 fabio

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Posted 16 June 2012 - 04:23 PM

What about generating the circle as a primitive, without the use of a texture? This way it would scale to any resolution.
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#11 zoot

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Posted 16 June 2012 - 04:43 PM

I suspect it is too much work to implement. Unless the art dept. can see other uses for something like that.

#12 FeXoR

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Posted 16 June 2012 - 08:33 PM

View Postfabio, on 16 June 2012 - 04:23 PM, said:

What about generating the circle as a primitive, without the use of a texture? This way it would scale to any resolution.

Isn't a texture (and/or model) scalable???

Edited by FeXoR, 16 June 2012 - 08:33 PM.

Posted Image Im Übrigen bin ich der Meinung, dass 0A.D. Auslöser braucht. (IMO 0A.D. needs triggers ASAP.)

#13 zoot

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Posted 16 June 2012 - 10:05 PM

Bitmap textures like this one (.png) can display aliasing artifacts when scaled. A neat solution might be to support vector graphics textures (.svg).

#14 fabio

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Posted 17 June 2012 - 06:18 AM

View Postzoot, on 16 June 2012 - 04:43 PM, said:

I suspect it is too much work to implement. Unless the art dept. can see other uses for something like that.

Is this already done for rectangular selections? I can't find a rectangular texture under http://trac.wildfire...tion?order=name (only the "outline_border" which are probably used for them, making them look better than the circular ones?).
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#15 zoot

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Posted 17 June 2012 - 06:35 AM

Indeed. I guess those 'borders' are loaded and scaled for each side of the rectangle and that something else would be needed for circles.

#16 fabio

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Posted 17 June 2012 - 07:03 PM

Another issue using the texture is that the circle thickness change when resizing it.
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