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.
This commit is contained in:
evanpelle
2026-06-08 14:31:02 -07:00
parent ea95069604
commit 99a20ac032
2 changed files with 4 additions and 4 deletions
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@@ -4,9 +4,9 @@
* Renders all mobile (non-structure) units: boats, nukes, shells, SAM
* missiles, and MIRV warheads. All unit types are rotationally symmetric
* — no rotation needed. Sprites are tiny grayscale PNGs colorized on the
* GPU using the standard 3-band gray replacement (180/130/70). Shell and
* MIRV Warhead use programmatic 3×3 white squares (colorized to border
* color).
* GPU using the standard 3-band gray replacement (180/130/70). MIRV
* Warhead uses a programmatic 3×3 white square (colorized to border
* color); Shell is a single white pixel.
*
* Two instanced draw calls per frame — ground units and missiles are
* split into separate buffers for correct layer ordering:
@@ -21,7 +21,7 @@
* Col 4: Hydrogen Bomb (9×9)
* Col 5: MIRV (13×13, grayscale colorized)
* Col 6: SAM Missile (3×3)
* Col 7: Shell (3×3 white square)
* Col 7: Shell (1×1 white pixel)
* Col 8: MIRV Warhead (3×3 white square)
* Col 9: Train Engine (5×5)
* Col 10: Train Carriage (5×5)