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@@ -31,3 +31,45 @@ have nothing to do with the current tween (eg. here, changing the dim
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while we're tweening X,Y) is tricky right now; I'm not sure how to handle
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while we're tweening X,Y) is tricky right now; I'm not sure how to handle
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this cleanly ...
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this cleanly ...
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***
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All pixels have RGB components--even fully transparent ones. We're
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getting odd borders on textures that have a transparent border, because
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the RGB component of a fully transparent pixel is being blended with
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a non-transparent pixel. (For example, a picture with a black border
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on a black background that has a white, #FFFFFF00 border will have a
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small one-pixel gray border around its real border, since blending
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#FFFFFF00 with #000000FF gets something like #AAAAAAAA.)
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We can't tell artists to fix the textures; they shouldn't have to worry
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about the hidden RGB components in a transparent texel.
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We need to do a pass at texture load that iterates over each transparent
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pixel, searches the 8 bordering pixels, and sets the color components
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to those of a bordering one if any are non-transparent.
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Could be slow.
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I guess I could write a simple tool for this ... a bit of a pain, though.
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***
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We'll probably get seaming in tiled backgrounds; the resize filter can't
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handle wrapping border pixels instead of clamping them.
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Need higher quality rate conversions; 22khz files sound bad. Don't
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give a DESIRED to SDL_sound and do the conversion ourself.
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********
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CJK characters in the group song list look bad: It's a 20-pixel-high font,
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and the CJK font is 16px; it's too small.
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The font system can handle this: make another CJK font of a more
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appropriate size (20px), call it "_japanese 20px", and import it to
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overide the default 16-pixel one. (It'd probably look better if the
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CJK font was too big than too small, so a 24px font may look better
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than 16px.)
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Need an easier way to make CJK fonts.
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