New "Antialiasing" feature in BRPG v1.6c

Non-bug comments, suggestions, and feature requests for BRPG and/or BGE
Post Reply
User avatar
heruca
Developer
Posts: 9384
Joined: Sun Nov 20, 2005 11:58 pm
Location: Buenos Aires, Argentina
Contact:

New "Antialiasing" feature in BRPG v1.6c

Post by heruca » Wed May 12, 2010 4:34 pm

Just wanted to give you all a sneak peak at one new feature that will be in BRPG v1.6c.

It allows you to enable antialiasing on objects on the map whose graphics contain text that can be hard to read, especially when zoomed out. It's also useful for images with very thin lines that tend to "disappear" at certain zoom levels (for example, a thin grid overlay).

I'll let the pictures below speak for themselves.
Attachments
Antialias example.png
Antialias example.png (62.68 KiB) Viewed 2528 times
Antialias example 2.png
Antialias example 2.png (55.85 KiB) Viewed 2523 times
:arrow: Please help spread the word about BRPG and BGE, and never hesitate to tell me how I can make them better suit your gaming needs.

User avatar
Kazander
General
Posts: 367
Joined: Sat Feb 23, 2008 7:51 pm

Post by Kazander » Wed May 12, 2010 5:45 pm

Nice timing. I need exactly this feature for an encounter I have coming up. I used a 4000-pixel wide map (as an object) with a built-in hex map, and the hex map keeps disappearing beyond a certain zoom level out. I made the lines too thin, I guess.

I hope 1.6c is stable enough to use in production now. I need to use this encounter soon, and I built it in 1.6b (I'm using 1.4i with my players now).

Post Reply

Who is online

Users browsing this forum: No registered users and 3 guests