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[REPORTED] Poor blend function used when drawing line/vector graphics on HUD and MFDs


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Posted (edited)

This issue affects the looks of HUD and MFD vector/stroke/line graphics when displaying at below 100% brightness.

 

Issue present at: 2019-02-24 1800Z

Version: Open Beta 2.5.4.27314

 

Problem:

When lines intersect and where lines change direction (same thing if you understand how this is programmed) colors are blended and added. This creates irritating and distracting artifacts in the displays when running at sub 100% brightness (at 100% brightness it is fully saturated, so more color addition doesn't do anything).

 

Solution:

1. Change blend mode from transparency based -> 'replace' for rendering the vector layer.

2. Render the vector layer of the display to an off screen surface/fbo/whatever it is called in d3d (I dont know what it's called in modern graphics APIs, was a few years since I worked with this stuff)

3. Change back blend mode to transparency based

4. Overlay the vector graphics as a single texture draw

 

Had the same issue when I was programming raster HUDs back in the day/7ish years ago.

hud-dots.thumb.png.87a5c35d526bb151a862bc2ba5e61e66.png

mfd-dots.thumb.png.776acf6587fa6efad5c275f2e4c1ae1c.png

Edited by Captain Slow
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