SolarLune
SolarLune
> Interesting, but can we already do similar effects by modifying vertices on the CPU side? Yeah, that's true, we can. In addition, scaling, stretching, and rotating are all possible...
> @SolarLune vertex shaders could allow bump mapping in Tetra? Among many other things I guess, but I think this one is a common use case in 3D I suppose...
> https://github.com/CrazyInfin8/mpg-go This seems like a fine approach. Playing back a variety of formats would be ideal, but is understandably difficult to manage - it might be fine to simply...
A rough, but simple way to work around this is to simply render the font multiple times, offsetting it and changing the color to make outlines or shadows. Outlines would...
Hello! EDIT: Sorry for the edit, I just realized I do load textures in Tetra3D if the textures are embedded in a model / scene file that's loaded in. That...
> EDIT: on the topic of `NewImageFromRGBA()`, I don't think it's a good option because the name doesn't make it clear that it's taking ownership of the underlying data slice,...
Yeah, there's something weird going on with rotated tiles and per-tile collisions for me as well. Seems like neither polygons nor rectangles are properly placing the collisions in 100% of...
Hello! dngn doesn't currently allow it, but the last To-do point would be to make it possible to copy / overlay Rooms into each other to easily allow you to...
Hello! Thanks for the suggestion! I'll have to think about how I might do this as I don't have any ARM devices apart from my Android devices, which I've never...
Hello! Thank you for the report - I can't reproduce this on my machine. I'm guessing it might be that MasterPlan creates a GPU texture to handle text rendering, and...