Graphical issue with large blueprints
Graphical issue with large blueprints
just blueprinting large solar fields. the taller one contains 600k solar panels, so i'm not really surprised it starts breaking at this point
Last edited by mice-stro on Wed Sep 29, 2021 9:23 am, edited 1 time in total.
Re: Graphical issue with large blueprints
this is a feature isn't it. i have accumulators around every substation in the solar section to make them fit right.
Re: Graphical issue with large blueprints
Can you provide the blueprint?mice-stro wrote: Wed Sep 29, 2021 9:21 am just blueprinting large solar fields. the taller one contains 600k solar panels, so i'm not really surprised it starts breaking at this point
Re: Graphical issue with large blueprints
It's not a feature, but effect of intended behavior, which is usage of the nearest neigbour texture filtering. When the sprites are scaled down to essentially just one pixel, one pixel from the original sprite is rendered for each sprite and things may line up such that, the individual pixels form the original sprite in much larger scale.
Re: Graphical issue with large blueprints
would there be a way to optimize viewing large blueprints using something along the lines of neighbor detection? just viewing this brings my game to 2 ups.posila wrote: Wed Sep 29, 2021 9:58 am It's not a feature, but effect of intended behavior, which is usage of the nearest neigbour texture filtering. When the sprites are scaled down to essentially just one pixel, one pixel from the original sprite is rendered for each sprite and things may line up such that, the individual pixels form the original sprite in much larger scale.
this would be an example of neighbor detection:
Re: Graphical issue with large blueprints
Not really related but I've got to ask: why such a large blueprint? Graphical issue aside, it seems entirely impractical to place and also unnecessary for something like solar which could be built from far smaller "tiles" of perhaps a few hundred panels.mice-stro wrote: Wed Sep 29, 2021 9:21 am just blueprinting large solar fields. the taller one contains 600k solar panels, so i'm not really surprised it starts breaking at this point
Re: Graphical issue with large blueprints
it would be cool to be able to copy and paste massive base setups (all in one rocket production as an example) without having to mesh together an entire book of smaller ones.SoShootMe wrote: Thu Sep 30, 2021 5:56 pmNot really related but I've got to ask: why such a large blueprint? Graphical issue aside, it seems entirely impractical to place and also unnecessary for something like solar which could be built from far smaller "tiles" of perhaps a few hundred panels.mice-stro wrote: Wed Sep 29, 2021 9:21 am just blueprinting large solar fields. the taller one contains 600k solar panels, so i'm not really surprised it starts breaking at this point
Re: Graphical issue with large blueprints
OK, but then the performance is a far more significant issue than the graphical quirk. It's bad enough when zoomed out in map view, and woe betide you if you zoom in or exit map view while holding the blueprint.mice-stro wrote: Sat Oct 02, 2021 4:44 am it would be cool to be able to copy and paste massive base setups (all in one rocket production as an example) without having to mesh together an entire book of smaller ones.
Re: Graphical issue with large blueprints
The performance isn't really related to rendering but all of the blueprint logic. Collision checks when hovering it in-world and rendering all the entities in the world (not specifically the downscaling just all the logic around rendering).
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