Author Topic: Working on icon colors and flicker.  (Read 2949 times)

Offline x4000

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Offline BadgerBadger

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Re: Working on icon colors and flicker.
« Reply #1 on: February 28, 2017, 12:27:38 pm »
Random note on the blog; it's not obvious who is writing each piece. So far it looks like Chris wrote everything except the bit on mediawiki, but I think it would be useful if the blog said who wrote it.

Offline x4000

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Re: Working on icon colors and flicker.
« Reply #2 on: February 28, 2017, 12:48:13 pm »
Good point -- thanks!  I've made it more clear on the individual pages, but I don't know how to do it on the overall theme.  I'll see if Quinn does.
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Offline Cinth

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Re: Working on icon colors and flicker.
« Reply #3 on: February 28, 2017, 01:02:57 pm »
Quote
These are easily moddable, by the way, so technically Cinth made the “first mod,” although that’s dubious since it’s just part of the main game now since he’s directly helping create the game…

Who ever said Devs can't mod their own stuff?  Colors weren't even on my list of things to do :)
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Opened your save. My computer wept. Switched to the ST planet and ship icons filled my screen, so I zoomed out. Game told me that it _was_ totally zoomed out. You could seriously walk from one end of the inner grav well to the other without getting your feet cold.

Offline x4000

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Re: Working on icon colors and flicker.
« Reply #4 on: February 28, 2017, 01:23:29 pm »
True. :D

Extracurriculars.
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Offline jenya

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Re: Working on icon colors and flicker.
« Reply #5 on: February 28, 2017, 02:43:10 pm »
one way to reduce z-fighting is to use reversed floating-point Z-buffer
https://nlguillemot.wordpress.com/2016/12/07/reversed-z-in-opengl/

Offline x4000

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Re: Working on icon colors and flicker.
« Reply #6 on: February 28, 2017, 04:08:33 pm »
one way to reduce z-fighting is to use reversed floating-point Z-buffer
https://nlguillemot.wordpress.com/2016/12/07/reversed-z-in-opengl/

Well, that is fascinating!  New approach to me, I have to admit.

I'm looking into it, and it seems in 5.5 unity already added some capabilities in this area:
https://docs.unity3d.com/Manual/SL-PlatformDifferences.html
https://forum.unity3d.com/threads/reversed-z-buffer-and-unity_sample_depth.441250/
https://docs.unity3d.com/ScriptReference/SystemInfo-usesReversedZBuffer.html

That said, trying to handle that in a cross-platform way is particularly tough.  I'm trying to find out what sort of support they have in general for this, but it provides a new avenue for me to look at -- so thanks!
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Offline Dominus Arbitrationis

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Re: Working on icon colors and flicker.
« Reply #7 on: March 01, 2017, 09:06:41 am »
Random note on the blog; it's not obvious who is writing each piece. So far it looks like Chris wrote everything except the bit on mediawiki, but I think it would be useful if the blog said who wrote it.

There you go! Now it displays the author in all cases, whether you click on the page or not.
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Offline BadgerBadger

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Re: Working on icon colors and flicker.
« Reply #8 on: March 01, 2017, 10:18:05 am »
That's just what I was looking for. Thanks!

Offline x4000

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Re: Working on icon colors and flicker.
« Reply #9 on: March 01, 2017, 10:37:17 am »
Thanks, Quinn!
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