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tiny bit of cruft around transparent png with quadblitter #1065
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What's odd is that we don't see this cruft when displaying directly with |
To tighten in and expand, look at the upperleftmost part of the quadblitted picture at the top. There's a repeated dark blue portion in which we have becrufted some white. The top row of Celes's sprite renders as:
the first two cells are both being rendered as To the left and right of the top row of Celes, we have the repeating pattern
So it looks like we're probably not crapping a glyph onto this upperleft cell (the underlying world map renders a U+2580 by itself), but we're setting the foreground to white. Interestingly, if we use Save the cheerleader, save the world. Focus on this cell. (I'm also interested in why quadblitter is rendering this as an upper block rather than a space. Are the two colors actually different? Space would be more efficient). |
Work in #1067 has slightly improved the situation, and adds evidence to this investigation. Correctly emitting the efficient space in the quadblitter has resolved the upperleft corner, which is completely transparent in the Celes image. Where the underlying plane (the world map) is not emitting a space, however, we're still leaving cruft. Let us now focus on the lowerleft corner. We're rendering:
the world map here is:
the Celes sprite here is:
So the lowermost row of Celes has two transparent cells at the beginning. The underlying map has an UPPER HALF and a LEFT HALF. The UPPER and LEFT parts are being painted with a white foreground, but the correct background. So I'm guessing that when we write a NUL glyph for transparency, we're not setting the foreground transparent? |
Welll...almost perfect. Look at Celes's upper right. We seem to be inserting a light blue top half (above the black bottom half) where it ought be dark blue, no? But this is much better. |
The issue shown above is due to #1068, which is a sufficiently different (and deep) issue that I've made its own bug. This quadblitter problem is resolved. |
Blitting Celes onto the FF1 overworld map with the Quadblitter definitely shows some transparency residue cruft:
This does not happen with the halfblock blitter:
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