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
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