diff --git a/src/Poe2Trade.Navigation/MinimapCapture.cs b/src/Poe2Trade.Navigation/MinimapCapture.cs index f0bba9d..9e52fb7 100644 --- a/src/Poe2Trade.Navigation/MinimapCapture.cs +++ b/src/Poe2Trade.Navigation/MinimapCapture.cs @@ -81,10 +81,10 @@ public class MinimapCapture : IDisposable // --- 6. Temporal smoothing: majority vote --- var smoothed = TemporalSmooth(classified); // classified goes into ring buffer - // --- 7. Gray for phase correlation (walls zeroed out — structural noise) --- + // --- 7. Gray for phase correlation (player zeroed — it stays centered, walls shift with map) --- var grayForCorr = new Mat(); Cv2.CvtColor(bgr, grayForCorr, ColorConversionCodes.BGR2GRAY); - grayForCorr.SetTo(Scalar.Black, wallMask); + grayForCorr.SetTo(Scalar.Black, playerMask); return new MinimapFrame( GrayMat: grayForCorr, diff --git a/src/Poe2Trade.Navigation/NavigationTypes.cs b/src/Poe2Trade.Navigation/NavigationTypes.cs index 8241941..0854bb1 100644 --- a/src/Poe2Trade.Navigation/NavigationTypes.cs +++ b/src/Poe2Trade.Navigation/NavigationTypes.cs @@ -74,7 +74,7 @@ public class MinimapConfig public int WallMinSat { get; set; } = 150; // Floor detection: minimum V to distinguish explored floor from fog-of-war - public int FloorMinValue { get; set; } = 15; + public int FloorMinValue { get; set; } = 40; // Connected components: minimum area to keep (kills speckle) public int WallMinArea { get; set; } = 30; diff --git a/src/Poe2Trade.Ui/Views/MainWindow.axaml b/src/Poe2Trade.Ui/Views/MainWindow.axaml index ac2debd..3bedccb 100644 --- a/src/Poe2Trade.Ui/Views/MainWindow.axaml +++ b/src/Poe2Trade.Ui/Views/MainWindow.axaml @@ -109,19 +109,19 @@ + BorderThickness="1" CornerRadius="8" Padding="8" Width="300"> - - + - - - + +