Sun 29 Jan 2012 09:58:53 PM UTC, comment #20:
There are 4 scaling-related bugs:
- Portraits get scaled when they don't need to be.
- Portraits get scaled rather than cropped above 500px when there's no room.
- Too-large portraits occasionally crash the game.
- Misuse of scaling algorithms.
- Minimap should not use interpolation, main menu background, story art and portraits should. (main menu is broken, not sure about the rest)
- No other bug filed.
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Sun 29 Jan 2012 09:51:27 AM UTC, comment #19:
Shadowmaster as said on IRC I consider the image scaling algorithm problem not as part of this bug, but see it as a separate issue.
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Fri 27 Jan 2012 09:04:55 AM UTC, comment #18:
Also attaching a 1.8 screenshot for reference.
(file #14842)
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Fri 27 Jan 2012 08:57:28 AM UTC, comment #17:
I just realized that the scaling algorithm also makes the titlescreen background look terrible with jagged text edges on 800x600 (I normally use 1280x800, which displays a completely unrelated problem).
Attached a screenshot of the titlescreen on 800x600, and a version of the titlescreen background scaled using the GIMP's Linear scaling method.
(file #14840, file #14841)
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Mon 23 Jan 2012 12:10:51 AM UTC, comment #16:
Espreaon just mentioned that it is not a dupe, so marking it as postponed till past 1.10 is branched off...
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Mon 23 Jan 2012 12:07:52 AM UTC, comment #15:
Sounds like a duplicate of bug #18686.
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Sat 17 Dec 2011 07:01:19 PM UTC, comment #14:
I talked with Jetrel regarding the wishes of the portraits before coding. In
the original specification, there was only the wish to scale portraits, not to
crop them. So I designed the engine according to these specifications.
So at the moment it needs quite a bit of work to change how it works. Since
there are a lot of other GUI2 things to be done, this has a low priority for
me. Also I don't consider it a bug.
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Mon 12 Dec 2011 01:55:03 AM UTC, comment #13:
That may be true, but rithrandil was designed against the spec I described, which was an idea to make huge units look that way without noticeable cropping. (if the screen is tall, you can show the whole portrait. If it's short you can crop anything above 500px)
It's not very important for 1.10, but it was a spec that the artists rather liked.
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Sun 11 Dec 2011 09:55:22 PM UTC, comment #12:
I designed the dialog to only scale and not to crop, so the fact that rithrandil is scaled on several screens is by design.
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Sun 11 Dec 2011 05:07:58 PM UTC, comment #11:
Portraits are still scaled on 1024 pixel-wide screens, but I guess there's not much that can be done about that.
On <700 pixel tall screens that are wide enough for 500 pixel wide portraits, rithrandil is still scaled though. The idea was that everything above 500px that doesn't fit is allowed to be cropped.
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Sun 11 Dec 2011 03:56:51 PM UTC, SVN revision 52235:
Add test case for bug #17961 and bug #18686 to test scenario
(Browse SVN revision 52235) |
Sat 10 Dec 2011 08:55:58 PM UTC, SVN revision 52205:
Shows of big portraits on smaller screens.
The code might need some polishing later on, but seems to work now.
(Fixes bug #17961 and #18686.)
(Browse SVN revision 52205) |
Wed 09 Nov 2011 04:08:45 PM UTC, comment #8:
Bumping up to blocker as we do not want to release 1.10 with portraits looking like this.
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Tue 05 Apr 2011 06:21:50 PM UTC, comment #7:
Reading a commit shadowmaster linked to [1], it appears the max width is now screen_width/3. Which may be more reasonable than 500px, but is probably what causes the scaling at smaller resolutions. (1024px wide -> scales everything wider than 341px, which is just about everything)
[1] http://svn.gna.org/viewcvs/wesnoth?view=rev&rev=47766
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Mon 04 Apr 2011 12:51:51 AM UTC, comment #6:
There are two issues here:
1. Portraits are scaled when there is no need to do so. This was probably introduced along with extremely tall portraits (> 500 px, like the wose) as a temporary fix. Wanted behavior:
-Scale down to 500px wide if wider.
-Crop down to screen height if (still) too tall.
2. The scaling algorithm messes up the minimap by sampling from pixels not in the hex. The scaling algorithm was then re-broken to fix this, which re-worsened any scaling for portraits and such.
So, fixes that are needed:
1. Change GUI2 to make portraits work as wanted.
2. Specialize the scaling algorithm to work for the minimap, then re-enable the proper sampling.
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Sat 02 Apr 2011 01:29:45 PM UTC, comment #5:
OK, mordante was right, that's what it was. See:
http://forum.wesnoth.org/viewtopic.php?p=484231#p484231
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Fri 01 Apr 2011 01:34:49 PM UTC, comment #4:
OK, I think I understand:
A. Dec. 10th -> 1.9.3
B. Dec. 19th -> r47967
C. Jan. 17th -> 1.9.4 -> Did r47967 make the portraits smoother in 1.9.4 than they were in 1.9.3?
D. March 12th -> r47967 is undone, hard edges restored for editor
E. March 27th -> 1.9.5 -> Did action "D" make 1.9.5 have same portraits as 1.9.3?
I'll have to re-install 1.9.3, so I don't yet know. But AI (in my forum link below) said the portraits should not be getting scaled at all for normal screen sizes, so isn't the real problem older than 1.9.3?
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Thu 31 Mar 2011 10:42:27 PM UTC, comment #3:
I think he meant http://forums.wesnoth.org/viewtopic.php?p=481831#p481831 .
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Thu 31 Mar 2011 10:38:10 PM UTC, comment #2:
There must be a typo in your link, mordante, it leads to a 2004 post about ghosts. I didn't notice much of a difference between 1.9.3 and 1.9.4, but I will check. What I did notice was:
1.9.2 vs 1.9.3, images got scaled down
1.9.4 vs 1.9.5, image quality decreased
- doofus-01
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Thu 31 Mar 2011 08:44:19 PM UTC, comment #1:
There have been changes in the size of the scaling between 1.9.3 and 1.9.4, which can cause the size reduction.
The quality reduction might be caused by [1]. When looking at an image in 1.9.3 and 1.9.5. scaled down to the same size does the quality then also degrade?
[1] http://forum.wesnoth.org/viewtopic.php?f=5&t=3284&start=15#p481831
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Mon 28 Mar 2011 02:26:29 PM UTC, original submission:
Starting in 1.9.3, the portraits got scaled down severely, at least for some screen sizes. In 1.9.5, the scaling method degrades the images more than it did in 1.9.3 and 1.9.4. But they should not get scaled at all? Please see forum post:
http://forum.wesnoth.org/viewtopic.php?f=5&t=33422&p=483567#p483567
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