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Pre-Selection Highlighting

Posted: 18 Apr 2007, 03:45
by trepan
Although the tooltip tells you what you are about to select,
there isn't a good visual indication in the viewport. This widget
was written to fix that (it also highlights features).

Image

P.S. It onlys works with SVN code, so I won't post it yet...

Posted: 18 Apr 2007, 05:39
by Snipawolf
Not bad, looks pretty helpful.

Posted: 18 Apr 2007, 08:21
by KDR_11k
Have you tested it with s3os, too? The current plugins that draw stuff in 3d have inverted normals on s3os.

Posted: 18 Apr 2007, 10:06
by trepan
http://spring.clan-sy.com/phpbb/viewtop ... ing#176683

That screenshot comes from a version that uses color inversion,
face windings do not apply as culling is not enabled.

Posted: 18 Apr 2007, 10:32
by Zenka
that looks mighty handy. thank you!

Posted: 18 Apr 2007, 10:34
by Ling_Lover
is there any reason for the number above the image? because wont the mouse always be showing only 1 unit?

other than that... cool :)

Posted: 18 Apr 2007, 10:39
by trepan
That's a different widget (SelectionButtions).
The highlighting widget only highlights objects
in the viewport, nothing more.

Posted: 18 Apr 2007, 10:47
by Ling_Lover
ah, right... my bad :)

didn't notice that :-P

even cooler now that i get it!...

Posted: 19 Apr 2007, 03:46
by AF
It'd be nice if the model was tinted using team colour, is that possible?

Posted: 19 Apr 2007, 04:29
by trepan
Yes, that's possible. The first version that I posted in #lua in the lobby
actually used red/green/yellow for enemy/ally/feature. I just played with
a different setup using gl.LogicOp(GL.SET) and color masks that seems
to be better for highlighting then plain tinting. Using the following:

red: enemy
green: ally
cyan: my unit
yellow: feature

A silhouette approach might be cooler, but I have others priorities at
the moment. The main thing that I wanted to demo with this widget is
the ability to draw a unit exactly the same way as the engine does for
a given frame.

Posted: 26 Apr 2007, 00:29
by LOrDo
Always wanted something like this. Nice job.

Posted: 26 Apr 2007, 00:42
by Snipawolf
trepan wrote:A silhouette approach might be cooler, but I have others priorities at
the moment. The main thing that I wanted to demo with this widget is
the ability to draw a unit exactly the same way as the engine does for
a given frame.
So we can make those move path thingies the templar from SC have? Or the trail from castlevania games?