Timeline for How to avoid obvious triangle pattern when shading 2d quads?
Current License: CC BY-SA 4.0
18 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Feb 18, 2020 at 19:21 | vote | accept | stusmith | ||
| Feb 18, 2020 at 19:21 | answer | added | stusmith | timeline score: 0 | |
| Feb 8, 2020 at 9:46 | comment | added | stusmith | I will give the shader approach a go, thanks! Might be a week or two before I get a day off to try it however... | |
| Feb 7, 2020 at 23:55 | review | Close votes | |||
| Feb 22, 2020 at 3:05 | |||||
| Feb 7, 2020 at 23:35 | comment | added | Bálint | Does this answer your question? How to write properly shader with gradient based on vertex-color? | |
| Feb 7, 2020 at 18:14 | comment | added | DMGregory♦ | Again, do not use a link to an external site. Embed the relevant code in the question itself. | |
| Feb 7, 2020 at 17:50 | comment | added | stusmith | Apologies, I have put a better link to my actual branch changes in the question. | |
| Feb 7, 2020 at 17:43 | history | edited | stusmith | CC BY-SA 4.0 |
added 151 characters in body
|
| Feb 7, 2020 at 17:39 | comment | added | DMGregory♦ | Great, include that code in your question, not in an external link buried in the comments. | |
| Feb 7, 2020 at 17:07 | comment | added | stusmith | I'm applying it here: github.com/liballeg/allegro5/blob/master/src/win/… specifying four different tint values. | |
| Feb 7, 2020 at 16:21 | comment | added | DMGregory♦ | You may want to show us how you are applying this tint. Depending on where it's being injected into the shading logic, there may be opportunities to control the interpolation to have a different look. | |
| Feb 7, 2020 at 16:18 | comment | added | Tom Tsagkatos |
I'm not saying you did something wrong, I'm saying the results you expect will not happen with this method. This has nothing to do with shapes being rendered as triangles or rectangles. You've painted one corner with a colour, and Allegro correctly interpolates that to the rest of the rectangle. Are you trying to do a "Fog of War" effect?
|
|
| Feb 7, 2020 at 16:15 | comment | added | stusmith | I have found this: gamedev.stackexchange.com/questions/126078/… ... which is a completely different approach. I may have to go down that route if there is no solution to the way I've tried things. | |
| Feb 7, 2020 at 16:15 | comment | added | stusmith | I think I've got things correct, and I've updated the question with some examples of lighting being overridden. | |
| Feb 7, 2020 at 16:14 | history | edited | stusmith | CC BY-SA 4.0 |
Examples
|
| Feb 7, 2020 at 16:05 | comment | added | Tom Tsagkatos | To me it looks like you've changed the colour of only one corner, and it renders as it should. Have you changed the tint on multiple corners? If there is a rectangle with 3 black corners, and one white, the pixels in the middle will be mostly black, because they are affected by 3 corners, versus the 1 white. You can observe a similar result if you open a 3D modeling software, create rectangle and apply 3 black corners and 1 white using vertex colours. This is not the result of the bitmap being rendered as 2 triangles, you can confirm that by painting 2 corners instead of only 1. | |
| Feb 7, 2020 at 16:05 | review | First posts | |||
| Feb 20, 2020 at 20:55 | |||||
| Feb 7, 2020 at 16:01 | history | asked | stusmith | CC BY-SA 4.0 |