OpenRA / ra2

A Red Alert 2 mod for the OpenRA game engine
GNU General Public License v3.0
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Introduce Depth Sprite Offsets #747

Closed Mailaender closed 1 year ago

Mailaender commented 3 years ago

See https://github.com/OpenRA/OpenRA/pull/7968

phrohdoh commented 3 years ago

This doesn't appear to fix #710. How was this verified to fix the linked issue? At least 1 screenshot of correct rendering in the PR's description would have helped prove whether this works or not to a certain degree.

Screen Shot 2021-01-02 at 11 18 57 AM Screen Shot 2021-01-02 at 11 18 44 AM
Mailaender commented 3 years ago

That was probably too optimistic. Linked the more appropriate pull request that this mirrors.

pchote commented 3 years ago

The current default offsets are already mostly correct. Adding the large negative Y offset makes most of the buildings run off the top edge of the depth sprite and use whatever arbitrary texture data is there - actually introducing more cases of #710!

Before (notice that the battle lab actually overruns already, ra2 may need to create a taller isodepth file if setting a positive offset means it runs off the bottom):

Screenshot 2021-07-25 at 14 16 31

After: Screenshot 2021-07-25 at 14 15 17