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Re: BGS - The BackgroundSet

Posted: Tue May 26, 2015 10:29 pm
by Norby
another_commander wrote:
put a unicorn and a few rainbows in there and we're good to go :-P
Then use this bgs_hyper.png. ;)
Image

Image source

Re: BGS - The BackgroundSet

Posted: Tue May 26, 2015 10:31 pm
by Cody
<sniggers>

Re: BGS - The BackgroundSet

Posted: Tue May 26, 2015 10:35 pm
by another_commander
Holy... it actually looks good! 8)

Re: BGS - The BackgroundSet

Posted: Wed May 27, 2015 2:08 am
by Diziet Sma
Norby wrote:
Cody wrote:
make the misjump more distinctive, as per the original - more red!
Like this?
Image
What's with the squares and squashed hexagons? Don't recall seeing those in the original version.

They look kinda disconcerting, to me.

Re: BGS - The BackgroundSet

Posted: Wed May 27, 2015 2:17 am
by Cody
The hexagonal lattice was there before - see the wiki pic here.

Re: BGS - The BackgroundSet

Posted: Wed May 27, 2015 2:19 am
by Diziet Sma
Yes.. I'm aware of that.. <grin>

But your linked pic makes my point. No square-shaped bits at top and bottom centre of the screen, and no squashed hexagons to the left and right centre.. I much prefer the old look.

Re: BGS - The BackgroundSet

Posted: Wed May 27, 2015 2:24 am
by Cody
Ahh... oh well, it is 03:24 here!

Re: BGS - The BackgroundSet

Posted: Wed May 27, 2015 2:40 am
by Commander_X
Norby wrote:
another_commander wrote:
put a unicorn and a few rainbows in there and we're good to go :-P
Then use this bgs_hyper.png. ;)
Image

Image source
While you're in this generous mood, any chance to change the gradient around the opening circle from the "shader colour to white", to "shader colour to transparent"?

Re: BGS - The BackgroundSet

Posted: Wed May 27, 2015 4:11 am
by SteveKing
Wow! My son would dig that - he's a My Little Pony fan!

Now if the rainbow warrior unicorn was changed to a fuzzy, but recognisable Thargoid ship (especially for a witchdrive failure), I think it would add to the atmosphere
Diziet Sma wrote:
I much prefer the old look.
The inevitability of getting older - increasing resistance to change :D

Re: BGS - The BackgroundSet

Posted: Wed May 27, 2015 6:30 am
by Diziet Sma
SteveKing wrote:
Diziet Sma wrote:
I much prefer the old look.
The inevitability of getting older - increasing resistance to change :D
Far from it.. in fact, right now I'm embracing massive change in several fundamental areas of my life! :wink:

It's just that the original version was seamless.. this one is massively, jarringly, discordant.

Re: BGS - The BackgroundSet

Posted: Wed May 27, 2015 7:48 am
by SteveKing
Norby wrote:
Image
Like this?
Diziet Sma wrote:
this one is massively, jarringly, discordant.
I do actually agree with you, but if this could have that warped nautiloid scale expansion with the seamless hexagons, I think it would look really cool 8) - says the hamfisted app user :?

Re: BGS - The BackgroundSet

Posted: Wed May 27, 2015 7:36 pm
by another_commander
Irrelevant headache inducing things moved out of this discussion.

Re: BGS - The BackgroundSet

Posted: Wed May 27, 2015 8:19 pm
by Norby
Commander_X wrote:
any chance to change the gradient around the opening circle from the "shader colour to white", to "shader colour to transparent"?
I am not so skilled in shaders so this and the squares problem are waiting for Svengali's answer.

Re: BGS - The BackgroundSet

Posted: Wed May 27, 2015 8:35 pm
by Smivs
another_commander wrote:
Irrelevant headache inducing things moved out of this discussion.
+1

Re: BGS - The BackgroundSet

Posted: Thu May 28, 2015 12:38 pm
by Svengali
Diziet Sma wrote:
What's with the squares and squashed hexagons? Don't recall seeing those in the original version.
Norby wrote:
Commander_X wrote:
any chance to change the gradient around the opening circle from the "shader colour to white", to "shader colour to transparent"?
I am not so skilled in shaders so this and the squares problem are waiting for Svengali's answer.
The goal for a new shader was better performance, specially when using older gfx-cards. Using sqrt instead of atan2 gets rid of 13 ALU (or atan(y_over_x) 7 ALU) and lots of instructions, but it has consequences (hexagons and distribution of stars). It's a 'either - or' choice, not a problem - hence the question about Oolites OO_REDUCED_COMPLEXITY (which is gone it seems).

Blending is not supported by Oolite for AddOns. The alpha channel is used for brightness.

btw: The reason for the NaN is simply that I thought the shader would be using 0.5..1.5 range, but it uses -0.5..1.5 (gl_Vertex.xy+0.5). Interesting though to see that my driver uses absolute values for sqrt which is against the specification. Unfortunately it's nothing that I can solve.

Oh, and if we are at it. It would be a good thing to clarify who is maintaining this AddOn. If it's still Tricky then I don't understand the last weeks, if it's Norby then make it official.

Edit: Forgot to say - thanks kanthoney .-)