-
-
Notifications
You must be signed in to change notification settings - Fork 2.6k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Remove shadow palette from projectiles and WithShadow #19012
Conversation
https://github.com/pchote/OpenRA/tree/d2k-r16 contains a testcase demonstrating shadow support for RGBA sprites (extending my d2k's r16 testcase from #18942). |
Apart from projectiles in original RA/TD/D2k usually not having shadows either, part of the reason why at least I haven't bothered adressing this before was that enabling them on cannon bullets for example, just highlights how much the real altitude of them often differs from what the rendered vehicle/gun turret sprites would suggest. |
Right, I forgot about normal tank shells. I was thinking mainly about missiles and the slower artillery, which do have shadows. |
Rebased and updated. |
Rebased and updated. |
Rebased. |
This PR implements another incremental step towards supporting RGBA world sprites. The special-case shadow palette for projectiles and aircraft is replaced with a direct color replacement using the new plumbing from #18550. The shadow palette is still used for voxels in TS and torpedos in RA, but can be removed from D2k and TD.
I find it a bit odd that we default to not drawing shadows on projectiles. This must have made sense many years ago, but I don't think it does now. The current PR keeps them off by default, but I think we should flip this. Thoughts?