[wesnoth-commits] [wesnoth/wesnoth] 15bf3b: Removed scaling algorithm customization

Charles Dang noreply at github.com
Tue Nov 5 12:15:50 UTC 2019


  Branch: refs/heads/master
  Home:   https://github.com/wesnoth/wesnoth
  Commit: 15bf3bb25691c6ce71ac2a45bb4e5c06ea9239e6
      https://github.com/wesnoth/wesnoth/commit/15bf3bb25691c6ce71ac2a45bb4e5c06ea9239e6
  Author: Charles Dang <exodia339 at gmail.com>
  Date:   2019-11-05 (Tue, 05 Nov 2019)

  Changed paths:
    M changelog.md
    M data/advanced_preferences.cfg
    R data/gui/window/advanced_graphics_options.cfg
    M projectfiles/VC14/wesnoth.vcxproj
    M projectfiles/VC14/wesnoth.vcxproj.filters
    M source_lists/wesnoth
    R src/gui/dialogs/advanced_graphics_options.cpp
    R src/gui/dialogs/advanced_graphics_options.hpp
    M src/gui/dialogs/preferences_dialog.cpp
    M src/picture.cpp
    M src/picture.hpp
    M src/tests/gui/test_gui2.cpp
    M src/wesnoth.cpp

  Log Message:
  -----------
  Removed scaling algorithm customization

We're going to be using NN scaling for the map, and that's already handled automatically
by SDL (and in the future, OGL). We don't need these settings for surface SCALED_TO_ZOOM
and SCALED_TO_HEX scaling. In any case, if we want to scale a surface to zoom or hex, it
will almost certainly be for map rendering (such scaling methods don't make sense in the
UI, for example), so just defaulting to NN is simplest.

This change drops the option to use Linear or xBRZ scaling for map zooming. This was already
the practical case due to me converting map rendering to use textures. NN was used for all
zoom levels, and it's fast and looks good.


  Commit: a6ec345fc8b5162d58db374e565e79fd9cd54727
      https://github.com/wesnoth/wesnoth/commit/a6ec345fc8b5162d58db374e565e79fd9cd54727
  Author: Charles Dang <exodia339 at gmail.com>
  Date:   2019-11-05 (Tue, 05 Nov 2019)

  Changed paths:
    M data/gui/window/loadscreen.cfg

  Log Message:
  -----------
  Loading Screen: removed hardcoded padding dimensions

Credit to @shikadiqueen for the idea. This fixes potential crashes if the padding can't fit on certain resolutions.
Also keeps the vertical spread consistent between resolutions (no more < 800 height handling).


  Commit: b9fac4313d87269119018aed6352013690e54047
      https://github.com/wesnoth/wesnoth/commit/b9fac4313d87269119018aed6352013690e54047
  Author: Charles Dang <exodia339 at gmail.com>
  Date:   2019-11-05 (Tue, 05 Nov 2019)

  Changed paths:
    M projectfiles/VC16/wesnoth.vcxproj
    M projectfiles/VC16/wesnoth.vcxproj.filters

  Log Message:
  -----------
  Updated VC16 projectfile

[ci skip]


  Commit: a7b30d42ae3fcfcf3333459ad2d26adc62247c1c
      https://github.com/wesnoth/wesnoth/commit/a7b30d42ae3fcfcf3333459ad2d26adc62247c1c
  Author: Charles Dang <exodia339 at gmail.com>
  Date:   2019-11-05 (Tue, 05 Nov 2019)

  Changed paths:
    M src/picture.cpp

  Log Message:
  -----------
  Ensure terrain scales with NN

Turns out this wasn't even respecting the old scaling algorithm settings. It was just using linear scaling :|


Compare: https://github.com/wesnoth/wesnoth/compare/ff4b308d2cd4...a7b30d42ae3f



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