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Slight overhang (Allied) War Factory #127

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jtyle6 opened this issue Feb 11, 2016 · 7 comments
Closed

Slight overhang (Allied) War Factory #127

jtyle6 opened this issue Feb 11, 2016 · 7 comments
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@jtyle6
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jtyle6 commented Feb 11, 2016

As you can bellow, there is Grizzly's being covered by the Factory.

allied war factory

@Fincer
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Fincer commented Feb 11, 2016

This is a general issue with units & buildings which are next to (Allied) War Factory. They're rendered under the factory as seen in the picture above.

I doubt this may be related to the following OpenRA (game engine) issue:
OpenRA/OpenRA#7520

Or maybe just a separate bug. Not sure.

@jtyle6 jtyle6 changed the title Slight overhang allied War Factory Slight overhang (Allied) War Factory Feb 11, 2016
@jtyle6
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jtyle6 commented Feb 11, 2016

I didn't know, that bug so old.

@GraionDilach
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That is a different z-sorting issue. In this case I'd moreso guess the z-buffer is either ain't working well with RA2 cellsizes either we're using arbitrary numbers as z offsets. Or both.

@Fincer
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Fincer commented Feb 12, 2016

Okay. Thanks for clarification.

Just another pic demonstrating the issue:

alliedww-ra2

@Fincer
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Fincer commented Feb 12, 2016

I did a little testing with Soviet War Factory. Can't reproduce this issue with it.

@Mailaender Mailaender changed the title Slight overhang (Allied) War Factory Slight overhang (Allied) War Factory [$5] Feb 19, 2016
@Mailaender Mailaender changed the title Slight overhang (Allied) War Factory [$5] Slight overhang (Allied) War Factory Feb 21, 2016
@Mailaender Mailaender removed the Bounty label Feb 21, 2016
@Mailaender Mailaender changed the title Slight overhang (Allied) War Factory Slight overhang (Allied) War Factory [$5] Feb 21, 2016
@Mailaender Mailaender self-assigned this Feb 24, 2016
@pchote
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pchote commented Mar 19, 2016

In this case I'd moreso guess the z-buffer is either ain't working well with RA2 cellsizes either

The z-buffer isn't working at all. It doesn't exist yet in the OpenRA engine (see OpenRA/OpenRA#7520).

Context for others: The draw order is currently determined per-object based on the actor CenterPosition's y coordinate. This behaves badly for the isometric mods because the primary art axes run along the diagonals, which means that the plane of "x in front of y" varies with pixel position (as specified in buildngz.shp), and so the draw order testing needs to be done per-pixel in the sprite shader. This is a straightforward problem to solve, and I have a prototype that does it. It just hasn't been moved upstream yet.

@Mailaender
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I lessened it in #145 by not rendering the overlays needlessly all the time.

@Mailaender Mailaender removed the Bounty label Nov 10, 2016
@Mailaender Mailaender changed the title Slight overhang (Allied) War Factory [$5] Slight overhang (Allied) War Factory Nov 10, 2016
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