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Missing bounding boxes for bridge pillars of height 1 cause graphical glitches #8131

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Andrew350 opened this issue May 10, 2020 · 4 comments
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@Andrew350
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@Andrew350 Andrew350 commented May 10, 2020

Version of OpenTTD

Any

Expected result

Pillars are displayed over objects underneath bridge

Actual result

Objects are displayed over pillars

Steps to reproduce

This issue is described with pictures in this post by Quast65: https://www.tt-forums.net/viewtopic.php?p=1231775#p1231775

I'm not sure if there's a reason for this omission or it is simply an oversight/original behavior, but either way it doesn't look right so I wanted to bring it to your attention.

Search history reveals a lot of issues with sprite sorting in the past but I didn't find anything about this particular issue, so hopefully this isn't just a compromise arising from an earlier fix.

@ilayaraja97
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@ilayaraja97 ilayaraja97 commented May 11, 2020

What objects can I place? To recreate the issue?

@Andrew350
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@Andrew350 Andrew350 commented May 11, 2020

The city objects set is a good one (available on Bananas)

Just to further highlight the issue, the lack of a bounding box can even cause objects behind the pillars to overlap them (as shown in the image below), so it isn't just an issue of improperly set bounding boxes on the objects.
Binpool Transport, 03_28_19303

@ilayaraja97
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@ilayaraja97 ilayaraja97 commented May 12, 2020

For the pillar of small bridges the code uses the function DrawGroundSpriteAt() and I believe the layering is done by which sprite is called first, by calling the AddChildSpriteToFoundation().

Now that is why the white line is coming over the pillar and the grey foundation is coming below. We need to change this behavior to fix this.

I am thinking if the AddChildSpriteToFoundation() adds like a priority queue so that a higher priority can be given to pillars and the rest will be first call first rendered.

@ilayaraja97
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@ilayaraja97 ilayaraja97 commented May 15, 2020

For the pillar of small bridges the code uses the function DrawGroundSpriteAt() and I believe the layering is done by which sprite is called first, by calling the AddChildSpriteToFoundation().

Now that is why the white line is coming over the pillar and the grey foundation is coming below. We need to change this behavior to fix this.

I am thinking if the AddChildSpriteToFoundation() adds like a priority queue so that a higher priority can be given to pillars and the rest will be first call first rendered.

I figured changing the DrawGroundSpriteAt() is much more tougher than just giving small pillions the same treatment as big pillions. So my PR is treating small and big pillions the same.

ilayaraja97 pushed a commit to ilayaraja97/OpenTTD that referenced this issue May 15, 2020
ilayaraja97 added a commit to ilayaraja97/OpenTTD that referenced this issue May 15, 2020
ilayaraja97 added a commit to ilayaraja97/OpenTTD that referenced this issue May 16, 2020
@LordAro LordAro closed this in cf8ccf4 Jun 28, 2020
LordAro added a commit to LordAro/OpenTTD that referenced this issue Jul 30, 2020
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