Re: [GD-General] Vector GUIs
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From: Brian H. <ho...@py...> - 2003-04-05 01:23:56
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Tom Hubina mentioned to me that a compromise would be to= rasterize the vector elements into a 2D mesh and then use texture mapping= to fill the interiors with some kind of repeating texture. This works fine if you can use a textured background and you're= happy with it either A.) repeating differently at different= resolutions, or B.) having it bilerp up. The advantage is that drawing the GUI requires almost no texture consumption because you don't have predefined GUI elements sitting in texture memory, just= decorative textures (fills, strokes, etc.) You could also leverage the use= of vertices by relying on vertex color for added effects, e.g. doing= bevels or gradients. There are worst case situations where the number of vertices can= skyrocket, e.g. making a round radar image that has to be= perfectly smooth at 400x300 screen size on a 1600x1200 display (well, the= worst case would be a full screen circular HUD element at 1600x1200). = Obviously you don't have to hit 1-pixel accuracy, and I'm not= even sure if vertex counts are really a concern compared to the= texture savings. I do think there's a lot to be said for pixel perfect interface elements, it adds a level of polish that makes a big difference= in perceived refinement. I know every time I play a game that has= base 640x480 interface bitmaps scaled up to the desired resolution= that it just looks really unpolished to me, but maybe that's my own bias= showing through. In fact, I've seen this when dealing with 2D games that have nice= looking sprite artwork, then I see a similar game using 3D= graphics and textures, and the latter looks much worse because of bilerp= and mip artifacts. Brian |