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foundryvtt-imagefog's Issues

Manifest+ media

We should leverage the newly finalized manifest+ media links to show screenshots of the fog effect to Bazaar users.

Add option for explored non-dim darkness to also display an image

Just a suggestion, not sure if this is out of the scope of what's easily possible using your method or the module's purpose.

Essentially this would be an identical option to what the module already adds to the scene, but for an image to be applied to darkness (or "explored" FoW that isn't currently being viewed by the players).

This would allow for battle/city maps which have roofs to actually hide their roofed version dynamically with the player's vision. It'd also make the current function of the module better when using it with maps that don't have global illumination on, as right now all explored territory shows the default black fog of war.

.8.6 upgrade breaks module

Upon upgrading to .8.6 this module does not work. Below is from the console when a scene is loaded:

FogImageLayer.js:91 Uncaught (in promise) TypeError: Cannot set property 'filters' of undefined
at FogImageLayer._updateUnexploredMaskTexture (FogImageLayer.js:91)
at FogImageLayer.init (FogImageLayer.js:40)
at foundryvtt-imageFog.js:54
at Function._call (eval at (libWrapper-errors.js:249), :4:14)
at Function.call (foundry.js:179)
at Canvas.draw (foundry.js:17430)
at async Scene.view (foundry.js:15405)
at async Game.initializeCanvas (foundry.js:4415)
at async Game.setupGame (foundry.js:4294)
at async Game._initializeGameView (foundry.js:5114)

Could this be caused due to the inclusion of "overhead roofs" as core capability in .8.6?

Grid on top of fog

Not sure if this is an enhancement or even possible.
I set things up according to the instructions, but would like to see the grid on top of the fog.. is this possible ?

Thanks

Convert Vision Layer in Foundry Core to use Masks

So here's the progress so far.

It's easy enough to inject an image into the unexplored container of the SightLayer. The problem i've encountered is that the entire SightLayer has a filter applied which does two things:

  1. Blur
  2. Blendmode: Multiply

Which means that the mechanism by which the sight layer obscures the background image is entirely by painting black on top of it.

The unexplored area is painted black. The explored area is painted grey. The current area is painted white. When these are blurred together, the layer has areas of varying amounts of darkness which can then be set to BlendMode: Multiply and thus obscure the background image.

The challenge this presents to this project is that it's going to require converting the SightLayer to instead use masks, which can have a texture applied to them.

Can cause grey-screen

With this mod enabled, swapping between scenes too quickly can cause Foundry to stop being able to render any maps at all. Only fix I've found is restarting the Foundry client completely.

Performance Impact

We are essentially doubling the time it takes for a sight calculation to happen. We really need to see if we can find ways to .... not do that.

image
Left is without Image Fog, right is with. This was a small map with a few lights and walls.

Performance hit after switching from an Image Fog scene to one without it

This can be reproduced using Foundry 0.7.9 and Image Fog 1.2.0.

Create three scenes:

  1. One with normal FOW using:
    1.a) Background Image: "Ravaged Castle [40x50].webp"
    1.b) Width: 3920
    1.c) Height: 4900

  2. Another one with Image Fog using:
    2.a) Background Image: "MermaidInnFloor_Interior.webp"
    2.b) Width: 1862
    2.c) Height: 1568
    2.d) Unexplored Fog Background Image: "MermaidInnFloor_Fog.webp"

  3. Another one with normal FOW using:
    3.a) Background Image: "MermaidInnFloor_Interior.webp"
    3.b) Width: 1862
    3.c) Height: 1568

From a newly loaded game, switching from scene 2 to 1 causes a performance hit, but switching from 3 to 1, or starting in 1 works correctly.

This is noticeable when holding the arrow buttons pressed in an install with no other modules.

This is a video of the issue:

https://www.youtube.com/watch?v=rUfDh4N9HN0

User Images.zip

Integrate with PotatoOrNot

There's an API in PotatoOrNot which lets modules recommend settings based on the potato-ness of the client. We should leverage this to recommend performanceMode.

PR Image option into Simple Fog

I have a PR for adding an Image to Simple Fog's fog. We should make it a priority to finish it so that users of Simple Fog can enjoy this concept as well.

Respect Less Fog

Double check Less Fog is supported in 0.7.5.

If so, respect the settings set in Less Fog for DM and Player Fog Alpha.

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