Ugliness in the display of player names #24

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Meridian59 opened this Issue Jan 21, 2013 · 2 comments

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Meridian59 commented Jan 21, 2013

There are at least two problems with the display of player names in the 3D area when using the hardware renderer:

  • There's z-flighting between the name and its black "shadow"
  • Kerning isn't done quite right, and so there's sometimes a lot of extra space between letters.

@cyberjunk cyberjunk pushed a commit to cyberjunk/meridian59-orig that referenced this issue Dec 1, 2013

@Daenks Daenks Merge pull request #24 from MorbusM59/raza-improvement-caps
Raza improvement caps
adb6c50

Meridian59 closed this Jan 10, 2015

Meridian59 reopened this Jan 10, 2015

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cyberjunk commented Jan 10, 2015

There's z-flighting between the name and its black "shadow"

Really? Different than on 103? I don't think we have z-fighting there for the names..
You could try increasing the delta between the following two values in D3DRenderNamesDraw3D (these are the zbias values for the name and the shadowname) - Like turn 254 into 250...

if (offset == 0)
pChunk->zBias = 255;
else
pChunk->zBias = 254;

It also should be mentioned that we use the following call also affecting DEPTHBIAS, in D3DRenderInit, which seems not yet be part of your port:

IDirect3DDevice9_SetRenderState(gpD3DDevice, D3DRS_SLOPESCALEDEPTHBIAS, F2DW(1.0f));

Owner

Meridian59 commented Jan 10, 2015

I think the z fighting is fixed thanks to the DX9 upgrade. Kerning still
needs some work though.

On Sat, Jan 10, 2015 at 8:39 AM, Clint Banzhaf notifications@github.com
wrote:

There's z-flighting between the name and its black "shadow"

Really? Different than on 103? I don't think we have z-fighting there
for the names..
You could try increasing the delta between the following two values in
D3DRenderNamesDraw3D (these are the zbias values for the name and the
shadowname) - Like turn 254 into 250...

if (offset == 0)
pChunk->zBias = 255;
else
pChunk->zBias = 254;

It also should be mentioned that we use the following call also
affecting DEPTHBIAS, in D3DRenderInit, which seems not yet be part of your
port:

IDirect3DDevice9_SetRenderState(gpD3DDevice, D3DRS_SLOPESCALEDEPTHBIAS,
F2DW(1.0f));


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