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Sprite sorting issue with FIRS #7136

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George-VB opened this issue Jan 29, 2019 · 6 comments
Closed

Sprite sorting issue with FIRS #7136

George-VB opened this issue Jan 29, 2019 · 6 comments
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@George-VB
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@George-VB George-VB commented Jan 29, 2019

image

@LordAro

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@LordAro LordAro commented Jan 29, 2019

It's very unclear from this (even with the nice red box) what's wrong with this image and what it is supposed to look like. Can you elaborate?

@PeterN

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@PeterN PeterN commented Jan 29, 2019

This is likely related to #7133, as both involve child ground sprites.

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@PeterN PeterN commented Jan 29, 2019

@George-VB, in your bug report please elaborate on what the issue is. You should write down what you expected to happen, and what behaviour happens instead. Just a single picture is not really enough. You should also include steps to reproduce this issue. That is standard bug-reporting etiquette!

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@George-VB George-VB commented Jan 29, 2019

I expect ground tiles to be drawn "behind" objects on them
image

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@PeterN PeterN commented Jan 31, 2019

Thanks @George-VB. I have now play tested another NewGRF and in that case the images are flickering as well. Definitely a sprite-sorter issue.

@PeterN PeterN added this to the 1.9.0 milestone Feb 1, 2019
@PeterN PeterN added the regression label Feb 1, 2019
PeterN added a commit to PeterN/OpenTTD that referenced this issue Feb 3, 2019
…k ViewportAddLandscape so it no more relies on "go down as fast as possible" tile height model (Patch by adf88, OpenTTD#6583)"

This reverts commit 479f13f.
@PeterN PeterN closed this in 0749a29 Feb 3, 2019
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@George-VB George-VB commented Feb 4, 2019

Fixed successfully

nielsmh added a commit to nielsmh/OpenTTD that referenced this issue Mar 11, 2019
…k ViewportAddLandscape so it no more relies on "go down as fast as possible" tile height model (Patch by adf88, OpenTTD#6583)"

This reverts commit 479f13f.
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