Opened 13 years ago
Last modified 4 years ago
#1229 new defect
Territory Borders have Holes
| Reported by: | Irina | Owned by: | |
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| Priority: | Nice to Have | Milestone: | Backlog |
| Component: | Core engine | Keywords: | territories |
| Cc: | Patch: |
Description (last modified by )
Attachments (2)
Change History (13)
comment:1 by , 13 years ago
| Component: | Art & Animation → Core engine |
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| Description: | modified (diff) |
| Summary: | Incorrect display of boundaries → Borders have Holes |
by , 13 years ago
| Attachment: | StrangeBorders.2.jpg added |
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comment:2 by , 13 years ago
| Summary: | Borders have Holes → Territory Borders have Holes |
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comment:3 by , 13 years ago
FYI: This is a side effect of the fix to #918. Before that ticket, the holes were likely present too but weren't visible because their borders weren't being rendered.
comment:4 by , 13 years ago
| Keywords: | territories added |
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| Milestone: | Alpha 10 → Backlog |
comment:5 by , 13 years ago
Another example from Mythos: http://i.imgur.com/SefH7.jpg
The problem is that we use passability criteria to influence the territories, so if a tile is impassable by default units, it will be neutral/no territory. Is that really necessary? If so, we should at least apply some smoothing or something so inner tiles are more contiguous.
comment:6 by , 12 years ago
| Description: | modified (diff) |
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comment:7 by , 12 years ago
comment:9 by , 10 years ago
Not really, #919 is about rendering, here the territory vertices computation could be improved.
comment:10 by , 10 years ago
I think it's part computation and part rendering, if you look at the overlap example.



Thanks for reporting, there is already a ticket open for the first case (#919) so I have modifed this ticket so that it only describes the second case.