FAQ: Difference between revisions
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The [[Special:MyLanguage/Development|Development]] page and some [[Special:MyLanguage/Resources#Blog Posts|blog posts]] may help you. You can also find auto-generated docs from Doxygen here: https://codedoc.ddnet.org/ | The [[Special:MyLanguage/Development|Development]] page and some [[Special:MyLanguage/Resources#Blog Posts|blog posts]] may help you. You can also find auto-generated docs from Doxygen here: https://codedoc.ddnet.org/ | ||
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=== The game warns me about images, whose width or height are not divisible by #number, which causes visual bugs, what does it mean? === | === The game warns me about images, whose width or height are not divisible by #number, which causes visual bugs, what does it mean? === | ||
[[File:Texture bleeding tilemap.png|thumb|Texture bleeding because of incorrect resolution|206x206px]] | [[File:Texture bleeding tilemap.png|thumb|Texture bleeding because of incorrect resolution|206x206px]] | ||
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The game tries to give you and graphic designers the best experience. In order to achieve that, it defines clear rules for the layout of its graphics, so that the artists can rely on consistency while creating their work. | The game tries to give you and graphic designers the best experience. In order to achieve that, it defines clear rules for the layout of its graphics, so that the artists can rely on consistency while creating their work. | ||
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For example: In Teeworlds the tile maps are small images inside a bigger image for a total of 16x16 images (tile images). In order to render these tile maps correctly the game needs the image width and height to be divisible by 16, otherwise it can not determine where to split the tilemap into smaller images which represent a single tile. | For example: In Teeworlds the tile maps are small images inside a bigger image for a total of 16x16 images (tile images). In order to render these tile maps correctly the game needs the image width and height to be divisible by 16, otherwise it can not determine where to split the tilemap into smaller images which represent a single tile. | ||
And thus something called "texture bleeding" occurs, which is quite common in texture atlasses. | And thus something called "texture bleeding" occurs, which is quite common in texture atlasses. | ||
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You can search the internet for more information about that. | You can search the internet for more information about that. | ||