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Right, so the alpha deal all comes down to handling pre-multiplied alpha (or not); which is probably why the default is "Nope, you need to set how that works, and don't get any default blending". I.E: "Not all rgba is the same" For us part of the context is that 2d canvas contexts all work in pre-multiplied alpha, so when we scrape a texture in from a canvas, we have to deal with that, and then may have a texture that contains pre-multiplied alpha. References: |
- using glsl es 3.0 and a basic sprite billbaord deal - using OffscreenCanvas and 2d array texture - support spin - design document - background tiles - tile sheet - layered world - curved tileset demo - element oriented drawing with implicit locaiton - faceted groups of layers
Make it more self contained, and directly gl integrated, rather than a bare data structure for layer/drawing code.
- contains layered drawing, decoupled form architecture like facets - abstracts gl program interface - pushes more particulars down into layer.draw()
Optionize and change world dimensions for example
- generation corner sourcing was always wrong - needs to be +1 cell to cover the half cell overlap all around - therefore needs to be clipped to the nominal layer bounds
- more routines in tilegen module - demo edge clipping vs extension
4 tasks
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Current attempt at minimally demonstrating an alternate rendering approach using webgl(2):
Here's some other reference tutorials / code:
Next steps from minor to stellar: