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Blur Radius 0 does not disable Blur #46

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Cubius opened this issue Jan 10, 2022 · 2 comments
Open

Blur Radius 0 does not disable Blur #46

Cubius opened this issue Jan 10, 2022 · 2 comments

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@Cubius
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Cubius commented Jan 10, 2022

Setting the blur radius to 0 still leaves a small rim of the player fog color around the revealed areas. The color cannot be set to be transparent to remove this either.

@modzy2
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modzy2 commented Jan 21, 2022

+1.
this is most noticeable when using a fog overlay image. Often, I don't want the players to see the edge of the fog
simfogeg2

@Cubius
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Cubius commented Feb 21, 2023

For the (belated) one year anniversary of this bug I figured I'd give it a shot with my rather meagre JS skills.

It appears to be the fog color/tint that's showing, since changing the color changes the visible border correspondingly.
So I see there's a fogColorLayer in MaskLayer.js.
Hmm so what if I just commented out lines 566&567 to see what happens... and basically nothing works anymore, nice.
Seems like the description of PIXI Sprite wrapping the renderable mask might be hinting at this layer being a little more crucial.

But would you look at that, fogColorLayer has a handy little attribute called tint which I am at least 30% certain is the actual color/tint that's the offender.
Well, to start things out, let's just stop the tint being set in init mask.
Yeah that didn't do anything it seems, can even still change the color, probably just got set at a slightly later point.
The obvious next step it to brick the setColorTint(tint) method then, let's see you draw a border if you can't set the color in the first place.
And now it's indeed unable to set the color. Or, more precisely, it's unable to change the color. It simply seems to have defaulted to white and the border remains.

Thusly defeated I depart, perhaps I'll be back in a year to try again. 👋

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