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Author Topic: Fmasks with height  (Read 4129 times)
Torchwood
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« on: January 15, 2012, 08:56:50 pm »

I'm going to post this here, although it is perhaps not entirely on-topic ...

On the 105 client, there appears to be a display issue concerning floor tiles and masks; you can see this really clearly on the bridge leading to Iluma (the water masks to the west of the bridge overlap the bridge).  I've checked the map and it 'looks' ok to me; is this a client problem, and if so, is it still there in the development client?
_people_
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« Reply #1 on: January 16, 2012, 01:40:03 am »

I believe that is an issue with masks and layers. IIRC the side of that bridge with the rail is a mask, and so is the curvy water above it. A tile can have only one mask per layer.
Torchwood
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« Reply #2 on: January 16, 2012, 07:40:48 am »

Hmmm .... the problem graphics are actually on different tiles ...
smacky
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« Reply #3 on: January 16, 2012, 01:17:20 pm »



Thiis is actually due to the top-left bridge uprights being fmasks with the illusion of height. This means the graphics break the tile boundaries so such an fmask in tile x,y will 'overflow' to tile x,y-1 (and further depending on how much height it has). Due to the order in which the map is drawn, if tile x,y-1 has an fmask of its own this is drawn over the top of the overflow.

You can see this at either end of the bridge too where green grass dots are drawn on top of the bridge uprights. But of course that is far less noticeable.

It occurs to me that we might be able to exploit the nature of isometric graphics to eliminate this problem simply by drawing the tiles in reverse order. Not sure though.

EDIT: Or are those floors with height? Same difference whatever.
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