| Commit message (Collapse) | Author | Age | Files | Lines |
| |
|
| |
|
|
|
|
| |
-_-
|
| |
|
| |
|
| |
|
|
|
|
|
| |
* chickadee/render/texture.scm (list->texture-atlas): Tweak docstring.
* doc/api.texi (Textures): Document more procedures.
|
|
|
|
| |
* chickadee/render/texture.scm: Remove texture-id from exports list.
|
|
|
|
|
| |
* chickadee/render/texture.scm (split-texture): Use ceiling instead of
floor when computing number of rows and columns.
|
|
|
|
|
|
|
|
|
|
| |
The split-texture procedure would throw an exception in the event that
the image width/height could not be divided by tile width/height with
0 remainder.
* chickadee/render/texture.scm (split-texture): Floor the results of
dividing image dimensions by tile dimensions and ensure they are exact
integers.
|
|
|
|
|
| |
* chickadee/render/texture.scm (make-texture): Don't flip texture
horizontally, only vertically.
|
|
|
|
| |
* chickadee/render/texture.scm (make-texture): Add #:flip? keyword argument.
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
This is a pretty big change, but hopefully for the best as this aligns
with graphics programs and the glTF standard that uses a top-left
origin. We can keep using a lower-left origin for vertices, though.
* chickadee/render/texture.scm (surface->texture): Stop flipping pixel
rows.
* chickadee/render/sprites.scm (draw-sprite-unbatched,
sprite-batch-add!, draw-nine-patch*): Adjust texture y-coordinates.
* chickadee/render/font.scm (parse-fnt): Stop inverting y coordinates.
* chickadee/render/tiled.scm (load-tile-map): Stop inverting tile ids.
|
|
|
|
| |
* chickadee/render/texture.scm (display-texture): New procedure.
|
|
|
|
|
|
|
|
|
|
| |
Easier to calculate it once and hang onto it than to generate it each
time draw-sprite is called.
* chickadee/render/texture.scm (<texture>)[rect]: Delete field.
[x y width height gl-tex-rect]: New fields.
* chickadee/render/sprite.scm (draw-sprite*, draw-sprite,
draw-nine-patch*): Use proper accessors for texture rects.
|
|
|
|
|
| |
* chickadee/render/texture.scm (split-texture): Width and height
variables need to contain exact numbers.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
* chickadee/render/texture.scm (<texture-region>): Delete type.
(<texture>)[width, height, gl-size]: Delete fields.
[parent, rect, gl-rect]: Add fields.
(texture-region?): Rewrite.
(make-texture, null-texture): Use new texture constructor.
(make-texture-region): Rewrite in terms of <texture> type.
(list->texture-atlas, split-texture): Use new texture region
constructor.
* chickadee/render/sprite.scm (draw-sprite*): New procedure.
(draw-sprite): Rewrite in terms of draw-sprite*.
(draw-nine-patch*): New procedure.
(draw-nine-patch): Rewrite in terms of draw-nine-patch*.
* chickadee/render/font.scm (draw-text*): New procedure.
(draw-text): Rewrite in terms of draw-text*.
* doc/api.texi: Update draw-sprite, draw-nine-patch, and draw-text
docs.
|
|
|
|
|
| |
* chickadee/render/texture.scm (make-texture-region): Fix broken
texcoord width/height calculation.
|
| |
|
| |
|
|
|
|
|
| |
I have no damn clue why #:select causes this problem, but simply not
using it fixes things!
|
|
|
|
|
|
|
| |
* chickadee/render/texture.scm (list->texture-atlas): Create texture
regions. Switch from rects to 4-tuples.
(texture-atlas, texture-atlas-ref): Update docstring.
(split-texture): Create texture regions.
|
|
|
|
|
| |
* chickadee/render/texture.scm (<texture>)[gl-size]: New field.
(null-texture, make-texture): Add gl-size argument.
|
|
|
|
| |
* chickadee/render/texture.scm (<texture-region>): New record type.
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
* chickadee/render/texture.scm (make-apply-texture, texture-ref,
texture-set!): New procedures.
(*texture-states*): New variable.
(apply-texture, *texture-state*): Delete.
(make-texture): Use 'vector-set!'
* chickadee/render/shader.scm: Export 'uniform-type'.
(default-uniform-value): Remove 'sampler-2d' case.
(extract-uniforms): Handle sampler-2d uniforms specially.
* chickadee/render.scm (current-texture): Add 'i' argument.
(with-texture): Add 'n' argument.
(gpu-apply*): Set textures for all texture units.
* .dir-locals.el: Update indentation rules for 'with-texture'.
|
| |
|
|
|
|
| |
This will be useful for creating framebuffers.
|
| |
|
|
|