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[.15.31] HUD-style items still affected by world lighting

Posted: Sat Jul 29, 2017 4:14 am
by Reika
Basically, certain things that are ostensibly HUD/similar are being lit/darkened as if they are in-world objects, including most Alt-view information, recipe icons, pipe connection arrows, and selection boxes:

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I imagine this is known by now, but this is both somewhat distractingly odd and often a practical issue (darkness precludes even seeing things like where the cursor is).

Re: [.15.31] HUD-style items still affected by world lighting

Posted: Sat Jul 29, 2017 7:32 am
by Zavian
@Reika I don't see what you are describing as an issue. Indeed it would break immersion if things like recipe icons weren't affected by darkness. I'm wondering if the real issue is that your mouse pointer is black, and you can't see the mouse during darkness ? My mouse pointer is white, with a drop shadow so it is always visible.

Re: [.15.31] HUD-style items still affected by world lighting

Posted: Fri Oct 12, 2018 4:29 pm
by Reika
This is old, but I am updating it with an explanation on why it was marked "not a bug":

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Given the darkness being a final overlay, that will apply to HUD as well.

Re: [.15.31] HUD-style items still affected by world lighting

Posted: Fri Oct 12, 2018 4:37 pm
by Rseding91
Darkness is a final overlay on the *world* render not the screen render. The GUI isn't effected and the cursor is drawn by the operating system outside of our control.

Re: [.15.31] HUD-style items still affected by world lighting

Posted: Sat Oct 27, 2018 10:02 pm
by Reika
Rseding91 wrote: Fri Oct 12, 2018 4:37 pm Darkness is a final overlay on the *world* render not the screen render. The GUI isn't effected and the cursor is drawn by the operating system outside of our control.
But the things like the Alt-display data - the focus of this thread - are part of the world render, yes?

Re: [.15.31] HUD-style items still affected by world lighting

Posted: Sun Oct 28, 2018 3:15 am
by Zavian
Reika wrote: Sat Oct 27, 2018 10:02 pm But the things like the Alt-display data - the focus of this thread - are part of the world render, yes?
To me, the Alt-display data isn't part of the HUD. I consider them to be part of the game world, more like decals on the sides on the machines/chests. Which means they should get dimmer the further they are from a light source. Any other behaviour would mean that they wouldn't fit as part of the game world.

The HUD elements are things like the map, the sidebar, the toolbar etc. They aren't affected by lighting.