quote: The shield graphic was changed to what you are seeing now for the exact reason that you couldn't see what was below them. Making them uniformly blue improved this.
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Incorrect. Engine shield drawing was replaced with LUPS drawn shields because the engine renders shields as segments, which allows them to be depth-sorted and visible in pieces rather than a whole sphere at once.
This is, surprisingly, leads to worse performance than LUPS which renders a single sphere.
The LUPS reimplementation didn't receive a texture for purely technical reasons, as far as i can tell of
![AU](/img/flags/AU.png)
![rank](/img/ranks/7_7.png)
![](/img/clans/RSN.png)
GoogleFrog not having sufficient bother to do that, and of
![RU](/img/flags/RU.png)
![rank](/img/ranks/6_6.png)
ivand deciding to construct the hyper-advanced over-engineered thing you see in the video all at once rather than get it merged piecemeal (e.g. texture first, impact ripple later).
quote: How would you make shields look nice again without the stacking problem?
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Reduced opacity on top, where most camera rays fall from. Various frag shader tricks if you're Hackerman.