Improve cube rendering
The goal of this pr is to add general improvements to the cube head rendering feature.
- [x] Add head overlay option to render
- [x] Center render in png
- [x] Add depth shading
- [ ] Anti-alias hard edges
Currently, the branch renders the overlay textures directly on top of the cube, meaning it looks like one contiguous texture. While this is good for 2D renders, it may be more desirable to render them slightly offset from the head like how Visage does.
The imageproc API doesn't add any way to anti-alias the image during the warp transformation, I'll look into other ways of implementing this.
Once this is done, #4 should be fairly straightforward which is nice, just gotta implement anti-aliasing first. I have an idea of how to do that but it would probably require no longer using imageproc and putting manual perspective warp code into utils.rs, but I'll see what works best without being overly jank.
Once this is done, #4 should be fairly straightforward which is nice, just gotta implement anti-aliasing first. I have an idea of how to do that but it would probably require no longer using
imageprocand putting manual perspective warp code intoutils.rs, but I'll see what works best without being overly jank.
Nicee, excited for this because I want to be able to use a maintained alternative to Visage for 3D skins and also because it this should also fix the old skin compatibility issues I'm having with Visage.
Tfw I'm trying to comment and click the wrong button.
Anyway, I don't really know a good way of antialiasing cube renders while keeping the speed that imageproc provides. I think I might be able to skew it based on Minotar's imgd code but I would ideally like to continue using projections to do this so I really don't know.
Anyway, I don't really know a good way of antialiasing cube renders while keeping the speed that
imageprocprovides. I think I might be able to skew it based on Minotar'simgdcode but I would ideally like to continue using projections to do this so I really don't know.
Rip
this hasn't seem to be touched since april - maybe its time to split the antialiasing into a seperate PR and merge what's ready?
Heey @TibiNonEst, thanks for this PR, and sorry for the review time! Is this something you're still interested in working on?