Eliminate laser wobbling at large resolutions #73
Labels
Enhancement
New feature or request
Graphics
~≤0.1 pushes
Projected number of pushes needed. Might turn out to get more expensive!
Diagonal lasers look really bad with geometry scaling. Like everything else in the game, their vertex coordinates are calculated as integer pixels relative to the original 640×480 resolution and SDL can then only scale these integers, not the calculation that originally produced them. As a result, they appear to jump and wobble more and more as the scaled output resolution increases:
Laser.wobble.webm
This wasn't part of the #4 delivery because
But I agree that this is a bug that should be fixed if geometry scaling finds its fans.
Requires a slight bit of care to not affect gameplay, since collision detection must continue to use the original fixed-point coordinates. If the fix should remain exclusive to geometry scaling, we wouldn't need a dedicated configuration setting to toggle it because you'd always want to have it on. Otherwise we would, though, as a non-wobbling render would no longer be subpixel-accurate.
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