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Shrink warship shell sprite to a single pixel
The shell (unit-atlas.png col 7) was a centered 3×3 white square, so it rendered as a 3×3-world-tile block. Replace it with a single centered white pixel so shells render as one pixel, matching the original pixel-shell look. The atlas is sampled with NEAREST and unitSize is 13 (1 atlas px ≈ 1 world tile), so the lone pixel stays crisp. Update the UnitPass header comments that described the shell as 3×3.
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Before Width: | Height: | Size: 578 B After Width: | Height: | Size: 298 B |
@@ -4,9 +4,9 @@
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* Renders all mobile (non-structure) units: boats, nukes, shells, SAM
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* missiles, and MIRV warheads. All unit types are rotationally symmetric
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* — no rotation needed. Sprites are tiny grayscale PNGs colorized on the
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* GPU using the standard 3-band gray replacement (180/130/70). Shell and
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* MIRV Warhead use programmatic 3×3 white squares (colorized to border
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* color).
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* GPU using the standard 3-band gray replacement (180/130/70). MIRV
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* Warhead uses a programmatic 3×3 white square (colorized to border
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* color); Shell is a single white pixel.
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*
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* Two instanced draw calls per frame — ground units and missiles are
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* split into separate buffers for correct layer ordering:
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@@ -21,7 +21,7 @@
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* Col 4: Hydrogen Bomb (9×9)
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* Col 5: MIRV (13×13, grayscale colorized)
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* Col 6: SAM Missile (3×3)
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* Col 7: Shell (3×3 white square)
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* Col 7: Shell (1×1 white pixel)
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* Col 8: MIRV Warhead (3×3 white square)
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* Col 9: Train Engine (5×5)
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* Col 10: Train Carriage (5×5)
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