If you want to play around a little bit more, go for it. I will not code anymore tonight, so I will only clean this up tomorrow anyways. There are the parameters you can play with
- In the last commit I removed the code that draws the circles to connect to lines, so lines are not connected anymore. You might bring that back. - the fuzzyness of the lines is defined through this line: float alpha = pow(cos(var_color.a * PI / 2), 1.5); the corners of each line quad are alpha = 1, opposite are -1, so the shader gets a linear interpolated value between -1 and 1 across the line. This function turns that into a non linear function that defines the falloff. You can replace that or tweak the 1.5 to different values you like. - glDepthFunction(GL_LEQUAL) vs glDepthFunction(GL_LESS) defines overdraw behavior for overlapping lines. If two lines overlap, it defines if the second lines pixel are drawn over the first line pixels or not - that obviously only makes a difference if the pixel is partially transparent. - The thickness of the lines in the plot area. It might help to bring back this line in graphic: screen_->draw_line_strip( {FloatPoint(20, 300), FloatPoint(700, 500), FloatPoint(250, 50)}, RGBColor(255, 0, 0), 30, LineDrawMode::kAntialiased); directly before: RenderQueue::instance().draw(screen_->width(), screen_->height()); It draws a big fat line across your screen that is much bigger than any we use in Widelands, but it gives you a feeling for your parameters. It is fun to play around with that, but I did it too much now. Maybe you find better parameters. -- https://code.launchpad.net/~widelands-dev/widelands/beautiful_correct_lines/+merge/284517 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/beautiful_correct_lines. _______________________________________________ Mailing list: https://launchpad.net/~widelands-dev Post to : widelands-dev@lists.launchpad.net Unsubscribe : https://launchpad.net/~widelands-dev More help : https://help.launchpad.net/ListHelp