Daniel Pope

Results 118 issues of Daniel Pope

We should expand the list of filter primitives with reference to [those defined for SVG](https://www.w3.org/TR/filter-effects-1/#FilterPrimitivesOverview). Some of these would be immediately useful * Color matrices, and ~the shorthand versions like...

When building texture atlases, sprite data is uploaded from system memory. Sprites that are unused after a long time are not currently deleted. It would be possible to "garbage collect"...

Currently shapes may be either filled or not. This was because the generic `VAO` class only maintains one buffer of indirect commands and makes only one draw call. A filled,...

Various objects track their own dirty state. Then before drawing the engine crawls a reference tree to update all the things that need to be updated. This is inefficient and...

By adding a new `draw()` function decorated with `@event`: ```python @event def draw(): ... ``` The built-in `draw()` registration (for `scene.draw()`) is removed. This means that nothing draws at all....

I saw this example of a 2D game being given a 3D look using a filter? https://www.reddit.com/r/indiegaming/comments/dirq6k This looks like it would be interesting to implement in Wasabi2d.

Pygame has a method `pygame.event.set_grab()` which grabs exclusive use of the input. We could wrap wrap this but also ensure Escape (or something) releases the exclusivity, and show a message...

The limitation of OpenGL 4.1 imposed on Mac OS was effectively worked around by eliminating the use of indirect rendering. The approach for doing this is suboptimal in that it...

A very useful primitive in games and UIs is a "nine-patch", which is a rectangle styled with a non-repeating texture. See for example: * https://github.com/libgdx/libgdx/wiki/Ninepatches * https://github.com/adamlwgriffiths/Pyglet/blob/master/experimental/ninepatch.py The vertex/UV creation...

Should set up CI and other static analysis and link some shields into the README. https://shields.io/