On 05.11.2012 12:08, Michael T. Pope wrote:
> On Sun, 4 Nov 2012 02:55:28 PM Michael Vehrs wrote:
>    
>> I'm not sure how slow it would be, but since it only affects river
>> tiles, it should not be too bad.
>>      
> Fair enough.
>
>    
>> Since we use the river style for two
>> distinct purposes, namely to determine river connectivity and to select
>> an appropriate river image, I propose upgrading the river style (more
>> precisely the tile improvement style) to a full class. It should cache
>> the string used to look up the river image as a human-readable string
>> (e.g. 0201, meaning NE: no river, SE: major river, SW: no river, NW:
>> minor river), and should also cache connectivity. The string could be
>> written to the save game, and could be distinguished from the old style
>> easily. However, the connectivity information should also be cached as a
>> human-readable string (e.g. 0101 for the above example), in order to
>> select the appropriate forest tile.
>>      
>
> The backwards compatibility sounds tractable.  The readable string could just
> be part of an image resource key if you wanted to do it that way.

Exactly. That should actually be a minute improvement, since we don't 
have to convert integers to strings all the time.

>    Do we want
> to consider extending image lookup/encoding so we can have multiple instances
> of the same tile image (to break up the uniformity of large blocks of forest)
> or would that be better just done internally on the fly.
>    

The format is extensible, so we could distinguish different images if we 
had any.

> Cheers,
> Mike Pope
>
> [My email routing is flakey ATM, due to US-hurricane damage]
>    


Regards

Michael


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