Opened 12 years ago
Last modified 3 years ago
#1229 new defect
Territory Borders have Holes
Reported by: | Irina | Owned by: | |
---|---|---|---|
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 , 12 years ago
Component: | Art & Animation → Core engine |
---|---|
Description: | modified (diff) |
Summary: | Incorrect display of boundaries → Borders have Holes |
by , 12 years ago
Attachment: | StrangeBorders.2.jpg added |
---|
comment:2 by , 12 years ago
Summary: | Borders have Holes → Territory Borders have Holes |
---|
comment:3 by , 12 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 , 12 years ago
Keywords: | territories added |
---|---|
Milestone: | Alpha 10 → Backlog |
comment:5 by , 12 years ago
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.
It seems being able to view these holes is worse than the gameplay effect of having them present but not rendered.
comment:6 by , 12 years ago
Description: | modified (diff) |
---|
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.