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hedgewars/uLandGraphics.pas
Sat, 27 Aug 2011 14:54:56 -0400
nemo
implement proper blending
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Fri, 26 Aug 2011 20:59:55 -0400
nemo
Die speckles, round N. Check that alpha is not basically empty while blending, try to match the damaged land type.
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Sat, 30 Jul 2011 14:52:25 -0400
nemo
kill off some speckles, crank up land gun output
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Sun, 03 Jul 2011 20:14:03 -0400
nemo
oops
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Sun, 03 Jul 2011 20:01:13 -0400
nemo
separate landpixels/land despeckling results to avoid desyncing on blurry land due to extra despeckling passes. right now, this does mean landpixels edge-of-block recheck is not done
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Thu, 30 Jun 2011 18:20:41 -0400
nemo
Sweep all pixels at 0 or 1 neighbours, whether damaged or not. Intended to handled output of Smooth, might be nice to cut down on the counting somehow though.
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Tue, 28 Jun 2011 19:16:42 -0400
nemo
sweep up some AA pixels
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Sun, 26 Jun 2011 20:29:08 -0400
nemo
Use an ifdef instead, add despeckling of tunnels
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