From 6848c9025735dee193288cd5ec1b426d66b8f266 Mon Sep 17 00:00:00 2001 From: Pete Baron Date: Tue, 14 Jun 2016 01:20:43 +1200 Subject: [PATCH] Added remaining task summary. --- docs/_phaser_tilemap_GL_progress.txt | 14 ++++++++++++++ 1 file changed, 14 insertions(+) diff --git a/docs/_phaser_tilemap_GL_progress.txt b/docs/_phaser_tilemap_GL_progress.txt index fce9c5ced..ec73c1582 100644 --- a/docs/_phaser_tilemap_GL_progress.txt +++ b/docs/_phaser_tilemap_GL_progress.txt @@ -128,3 +128,17 @@ After testing, *all* examples seem to work (with these three restrictions) Found both bugs, I was effectively applying the scroll twice because the new batch list calculates the offsets internally and I was still applying it as a uniform to the webgl shader. +Remaining Task Summary: + +- Change the map parser, so that when additional tilesets are encountered, it creates a new Tilemap Layer for each and keeps data for only one tileset per layer. +- Store the tileset index or reference in the Tile structure, deprecate resolveTileset and any other related code +- Add alpha blending to the shader, calculate the 'final' alpha by multiplying the layer's worldAlpha with the tile.alpha +- Add scaling to the shader, use the layer's worldScale +- Optimise the drawing to avoid degenerate triangles where possible, e.g. each row should be a single tri-strip without degenerates in it for faster drawing + + + + + + +