Opened 7 years ago

Closed 7 years ago

#1007 closed defect (fixed)

commands fx gl.UnitShape doesn't fade

Reported by: Bluestone Owned by: beherith
Priority: minor Milestone: BAR Beta release
Component: BAR Version:
Keywords: Cc:

Description (last modified by Bluestone)

the fith argument 'opaque' controls the alpha, but it seems the only choices are true -> 1.0 alpha, and false -> 0.5 alpha

they are meants to fade with the same alpha as the lines do (as the now ineffectual gl.Color call immediately above them suggests, and i failed to persuade them to obey gl.Blending)

Change History (9)

comment:1 by Bluestone, 7 years ago

Description: modified (diff)

comment:2 by Bluestone, 7 years ago

Milestone: BAR Beta release

comment:3 by beherith, 7 years ago

Which widget should I test/debug this with in your opinion?

comment:4 by Bluestone, 7 years ago


give a few build orders, and then queue move orders after it - as you give a move order it will show the queued buildings, which should fade gently away (and do in 100) but now don't

Last edited 7 years ago by Bluestone (previous) (diff)

comment:5 by beherith, 7 years ago

Is gui_commands_fx supposed to show buildings queued up by allies? If not, is that feature planned/existing in another widget?

comment:7 by Bluestone, 7 years ago

Commands fx should already show build orders by allies, in the same way as all other orders given by allies.

comment:8 by Bluestone, 7 years ago

(also: controlling the alpha so as it never falls below a given value while the unit is selected, doesn't work because the gl.UnitShape version differs from the version rendered in the engines own build q).

comment:9 by Bluestone, 7 years ago

Resolution: fixed
Status: newclosed
Note: See TracTickets for help on using tickets.