Matt Rix
Matt Rix
FAnchorableInterface will make it easy to loop through a bunch of children and set all their anchors if needed, for example.
Right now the FWipeSprite does all the wipey code every draw, when really it should only need to do it when the local vertices change.
Whit had an issue where the FNode's GlobalToLocal() didn't seem to account for the scale of the stage, so look into it and make sure it works properly.
The custom editor would have a list of all the currently loaded atlases and their atlas element names, as well as information about the current resolution level, display scale, orientation,...
So isOnStage really means "is on display list" now that there are multiple stages, and this is even more confusing especially because FStage itself has isOnStage, which makes very little...
FMeshSprite (or maybe FMeshNode? FCustomSprite?) should be an easy way to create a sprite made out of a custom 2D mesh by just passing in some mesh data (element, verts,...
https://twitter.com/wtrebella/status/308445077242519552
I'm pretty sure the render/update code should do this anyway, but I heard from someone who had an issue where buttons wouldn't work properly if their parent container was rotated,...
Figure out what needs to be changed/tweaked so that it's easy to use Futile as UI for 3D games. Also, make a quick under-10-minute video showing how to create text...
See this shader for one example: http://pixelplacement.com/2011/02/15/masking-in-unity/ Also this stuff: http://www.reddit.com/r/futile/comments/19k9q4/fake_2d_lighting/c8ot0de Perhaps each FStage can be rendered by its own camera, so that way one FStage could be created specifically...