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hitcircleoverlay.png: additive blending for sliders [#126] [Resolved]

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Matma Rex
OverlayPosition: below was introduced in last public build to allow mappers to make hitcircle overlay appear above (default) or below number.

And it does that, but on the second side it also fucks up the way sliders with complicated overlay look - just like it was in the earlier build. What's interesting, it looks good on timeline in editor.

How it should look like (overlay on regular hitcircle): http://osu.ppy.sh/ss/1510
How it looks: http://osu.ppy.sh/ss/1509

Map on these screens is viewtopic.php?t=20388, or actually its older version (new has blank numbers and no OverlayPosition: below).

MM edit: More descriptive title.
Ticket: http://osu.sifterapp.com/projects/4151/issues/126/comments
mm201
Already known and reported by me:

#92 - Double alpha exposure on slider heads (Cosmetic / Low)

Basically, peppy said that it would require a heavy framework overhaul to remove the hitcircleoverlay.png which is drawn below the number on a slider head.

Your skin would seem to work okay with HitCircleOverlayAboveNumer: 0.


EDIT: I misread your post, sorry.

This appears to be an OpenGL specific issue. When HitCircleOverlayAboveNumer: 0 is used, two instances of hitcircleoverlay.png are drawn on both slider heads and ends.

Reporting...

Edit2: Okay, I figured it out. It isn't a duplicate hitcircleoverlay.png. Instead, hitcircleoverlay.png is using additive blending on slider heads for some reason.

Edit3: Here you go
karma_komodo
i see this is still happening for some reason... the hitcircleoverlay is using double-transparency values (like if it were drawn twice) on sliders...
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