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Fix blurred minimap #1897
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Fix blurred minimap #1897
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What about fullscreen minimap (for dual screen), won't this make it ugly? You can probably test this by just rescaling the minimap to be huge on a single screen as well. |
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What about maps with some sort of checkerboard or otherwise repeating patterns? Think Kernel Panic maps or OG speedmetal.
What about 1px items (think projectiles), won't they disappear?
Making icons not subject to blurring but keeping everything else as-is sounds best.
I don't see any issue with either the checkerboard pattern nor the projectiles.
It might sounds best but it's arguably not. Especially for very small things like lasers and projectiles. |
Do you have AA enabled ?
Removing MSAA fbo/renderbuffer fixes the blurriness induced by enabling SSAA. This is how it looks best imho. Your test doesn't seem to run in the context of BAR, how can I run this myself ? |
Overall |
There's a significant difference in image quality with
Can you elaborate why ? |
Because this way you disable MSAA for minimap texture. How is that a good thing? |
It's a good thing in my opinion because we are rendering very small thing on a very small area. And any amount of smoothing on this texture hurts the readability of the minimap. Now lasers, projectiles and icons are way more readable. Now,
I have generated another set of screenshots to illustrate my argument in two different sizes, in a real scenario. Screenshots are presented in this order :
Again, same with bigger minimap
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See if you can repro the same result with engine's minimap drawing in https://github.com/DarkBlueDiamond/VroomRTS/ or just with LuaUI disabled. |
Will do 👍 Note: I could live with only the GL_NEAREST change being accepted as it is a big improvement already. Having a setting that allows you to disable AA on the minimap would be the best thing since I can see that being subjective and down to preference. |
100% reproducible with
I think a good analogy for minimaps is pixel art honestly. You don't want any filtering on your pixel art otherwise it looks like a mess. |
That shouldn't matter if only slightest, but did you have non-zero |
Without that, the minimap stays unfiltered even at max
Maybe this highlights a more global issue with MSAA. |
Ok, I'll have a deeper look later. |
I tested different scenarios
It doesn't looks like it has an impact on the final result. Left: NEAREST here and on the other two lines + AA |
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The minimap clarity and sharpness shouldn't be impacted by AA settings.
Turns out the texture was also linearly filtered.
This PR
Here is a screenshot of the issue