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it should be easier to see under stacked shields plus it would be nice if the graphics for shields were improved

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Date Editor Before After
4/24/2018 3:12:41 PMEErankAdminAnarchid before revert after revert
4/24/2018 3:12:08 PMEErankAdminAnarchid before revert after revert
4/24/2018 3:10:18 PMEErankAdminAnarchid before revert after revert
4/24/2018 3:09:37 PMEErankAdminAnarchid before revert after revert
4/24/2018 3:08:58 PMEErankAdminAnarchid before revert after revert
Before After
1 [quote] The shield graphic was changed to what you are seeing now for the exact reason that you couldn't see what was below them. Making them uniformly blue improved this. 1 [quote] The shield graphic was changed to what you are seeing now for the exact reason that you couldn't see what was below them. Making them uniformly blue improved this.
2 [/quote] 2 [/quote]
3 Incorrect. Engine shield drawing was replaced with LUPS drawn shields because the engine renders shields as segments, which allows them to be depth-sorted and visible in pieces rather than a whole sphere at once. 3 Incorrect. Engine shield drawing was replaced with LUPS drawn shields because the engine renders shields as segments, which allows them to be depth-sorted and visible in pieces rather than a whole sphere at once.
4 \n 4 \n
5 This is, surprisingly, leads to worse performance than LUPS which renders a single sphere. 5 This is, surprisingly, leads to worse performance than LUPS which renders a single sphere.
6 \n 6 \n
7 The LUPS reimplementation didn't receive a texture for purely technical reasons of @GoogleFrog not having sufficient bother to do that and @ivand deciding to construct the hyper-advanced over-engineered thing you see in the video all at once rather than get it merged piecemeal ( e. g. texture first, impact ripple later) . 7 The LUPS reimplementation didn't receive a texture for purely technical reasons, as far as i can tell of @GoogleFrog not having sufficient bother to do that, and of @ivand deciding to construct the hyper-advanced over-engineered thing you see in the video all at once rather than get it merged piecemeal ( e. g. texture first, impact ripple later) .
8 \n 8 \n
9 [quote]How would you make shields look nice again without the stacking problem? 9 [quote]How would you make shields look nice again without the stacking problem?
10 [/quote] 10 [/quote]
11 Reduced opacity on top, where most camera rays fall from. Various frag shader tricks if you're Hackerman. 11 Reduced opacity on top, where most camera rays fall from. Various frag shader tricks if you're Hackerman.