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I don't care too much about the workflow, you guys will probably have the best understanding on what's most appropriate. I'd be okay with something as high level as...
drawTiles(graphics, tileData, flags | Tilesheet.IS_MASK);
where the first tile is treated as the mask and all remaining tiles are masked.
Or as low level as specifying the glBlendFuncSeparate xor glBlendFunc per tileData.
The text was updated successfully, but these errors were encountered:
I'm building a game and we're pretty invested in TileSheets. We really need TileSheet masking.
I tried editing OpenGLContext.cpp using information from this stackoverflow post but was unable to get things working.
http://stackoverflow.com/questions/5097145/opengl-mask-with-multiple-textures
I don't care too much about the workflow, you guys will probably have the best understanding on what's most appropriate. I'd be okay with something as high level as...
drawTiles(graphics, tileData, flags | Tilesheet.IS_MASK);
where the first tile is treated as the mask and all remaining tiles are masked.
Or as low level as specifying the glBlendFuncSeparate xor glBlendFunc per tileData.
The text was updated successfully, but these errors were encountered: