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Add multi-sheet/palette rendering to TerrainSpriteLayer #18982

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merged 4 commits into from
Jan 16, 2021

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@pchote pchote commented Dec 29, 2020

This PR extends #15194 to cover TerrainSpriteLayer, which removes several annoying restrictions.

  • Fixes the unclear "sprites span multiple sheets" exceptions that force modders to reorganize their sequence definitions
  • Removes the batch overhead from mixing palettes in tilesets
  • Allows mods to mix indexed and 32bit artwork in the same tileset
  • Fixes Support for Depth Enabled RGBA Terrain #18333

Depends on #18728.

Also needed for further optimizations when using the remaster assets.

Testcases:

  • TD: replaces temperate clear tiles with desert (shows that palettes can be mixed without increasing the batch count)
  • RA: splits the resource definitions onto different sheets (shows that this no longer crashes)
  • TS: replaces temperate clear tiles with RGBA + 8bit depth snow tiles (shows that Support for Depth Enabled RGBA Terrain #18333 is solved)

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pchote commented Jan 11, 2021

Rebased and ready for review.

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pchote commented Jan 14, 2021

Updated.

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pchote commented Jan 14, 2021

Updated.

@pchote pchote requested a review from teinarss January 14, 2021 23:52
teinarss
teinarss previously approved these changes Jan 15, 2021
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👍
Testcases can be removed now.

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pchote commented Jan 16, 2021

Testcases removed.

@reaperrr reaperrr merged commit 223a001 into OpenRA:bleed Jan 16, 2021
@pchote pchote deleted the vb-multitexture branch April 8, 2021 21:15
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Support for Depth Enabled RGBA Terrain
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