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ID | Project | Category | View Status | Date Submitted | Last Update | ||||
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0005249 | Spring engine | Lua | public | 2016-05-22 08:51 | 2016-12-07 02:43 | ||||
Reporter | Google_Frog | ||||||||
Assigned To | Kloot | ||||||||
Priority | low | Severity | minor | Reproducibility | always | ||||
Status | closed | Resolution | no change required | ||||||
Product Version | 101.0+git | ||||||||
Target Version | Fixed in Version | ||||||||
Summary | 0005249: 101.0.1-386 Transparent unit shape fog issue | ||||||||
Description | Transparent unit shapes look ugly when zoomed in or at low camera angles. This occurs with and without custom shaders. Arguments of this form: gl.UnitShape(bDefID, teamID, false, true, false) cause unit shapes as seen in the attached screenshot. Arguments of this form: gl.UnitShape(uDefID, uTeam, false, true, true) work correctly. The shape is opaque and the texture looks fine. | ||||||||
Additional Information | ZK ticket https://github.com/ZeroK-RTS/Zero-K/issues/1407 Widget: https://github.com/ZeroK-RTS/Zero-K/blob/master/LuaUI/Widgets/unit_initial_queue.lua#L118 | ||||||||
Tags | No tags attached. | ||||||||
Checked infolog.txt for Errors | |||||||||
Attached Files |
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Kloot (developer) 2016-12-07 02:43 |
The UnitShape calls in unit_initial_queue alone are broken in two (!) ways. Proper usage may be achieved by carefully reading the relevant changelog NOTE, proof of which is given by the attached screenshot. |
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Date Modified | Username | Field | Change |
---|---|---|---|
2016-05-22 08:51 | Google_Frog | New Issue | |
2016-05-22 08:51 | Google_Frog | File Added: screen00216.jpg | |
2016-12-07 02:43 | Kloot | File Added: mantis5249.jpg | |
2016-12-07 02:43 | Kloot | Assigned To | => Kloot |
2016-12-07 02:43 | Kloot | Status | new => closed |
2016-12-07 02:43 | Kloot | Resolution | open => no change required |
2016-12-07 02:43 | Kloot | Note Added: 0016939 |