This is MY Viewer, i decide which feature i want to add and which to remove, i share this Viewer to show the world that user base size is not important, i do rate quality by effort, thought and love put into the project, not some rough estimated numbers. I consider feature requests only if i you can name proper valid reasons i can agree on. It is my unpaid time i'm putting into this project, i'm not here to cater to every Joe's desires.

Thursday, August 1, 2013

31th July.

Yesterday (here) was another fine day with some changes =D

I spend the whole morning fixing a bug which was never meant to be seen due to the way the current Materials "Texture" tab works. Basically i allowed all 3 Texture pickers to be visible and editable at the same time, we still need that selection however for those texture attributes like horizontal offset, vertical offset, repeats per meter/face etc. The bug happened when you selected anything else than diffuse map and tried to apply a diffuse map, instead of applying a diffuse map it always applied the currently selected texture type, that is caused by how the diffuse map is set in code, normal and specular maps are new and their code is too, they got a completely seperate and very specialized way to be applied, the old default diffuse map doesnt, it just uses the "current" texture channel, in this case the currently selected texture type and applies it to that, that is because the "Texture" tab always had only one texture type active and visible, you couldnt set a diffuse map without selecting diffuse type first, that circumvented this issue, it took some time to find the booboo in this huge mess but hey, its fixed now!

Sammy (previously from Exodus) also came up with a very nice idea, all texture offsets should be "lockable", so editing diffuse map texture attributes will automatically apply those values to specular and normal map aswell, that saves you selecting the other texture types and doing this manually, theres virtually no case where you dont need that, so IF i do this (which i will try at least) the locking feature will be enabled by default and can then be disabled.

So what else did i do? You wanted a fix for the topbar background, i made it. It fixes the topbar background for the following resolution/UI size combinations:

smaller than 1.0 = 1920x1080 by UI Size (1920x1080 x 0.75 etc).
1.0 = everything up to 1920x1080.
bigger than 1.0 = up to 1920x1080 and beyond with 1920x1080 by UI Size (1920x1080 x 1.2 etc)

That is because of how the UI scaling of fixed widgets and their possibly non-repeating art works.

Look at the pictures and take a look at the topbar background:

What did you notice? probably nothing. At my UI size the hexagons and the whole texture is alot bigger, basically pushing 20% (because of 1.2 UI size) of its texture out of the screen as it is scaled proportionally. In simple terms that means i have less hexagons. Smaller UI = more hexagons... up to the explained max. I will NOT fix it for smaller UI sizes until someone complains about it as it needs me to either increase the size of that texture, using more memory or adding another topbar background texture at the end, increasing the unnecessary widget count by 1 and taking precious performance (maybe).

Last but not least, i updated the Viewer to the latest Materials repository, not sure if stuff looks better or worse now as my eyes became alot brighter, i dont care much anyway i still look cute.

That's it for today!

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