Sprites in Mojo3D

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This topic contains 2 replies, has 3 voices, and was last updated by  Playniax 4 days, 21 hours ago.

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  • #9744

    Ethernaut
    Participant

    I started diving a little more into Mojo3D, and have some questions about sprites:

    • Would it be possible to have sprites more integrated in the 3d scene and render correctly when behind 3d objects? (could be an optional thing). Currently they seem to always render on top.
    • I’m trying to implement animated sprites. That was easy in Mojo2D, since I could have an image array and just draw the correct image at the right time. As far as I understand, in Mojo an image is simply a rect contained in a Texture, so ultimately an image array could have images from the same texture, which is very efficient. SpriteMaterial.ColorTexture uses Texture instead of Image. Would it be inefficient to create a Texture array and replace the current SpriteMaterial.ColorTexture on every frame? Is there a better way?
    • How do you set the texture flags on a sprite? Setting the flags on┬áSpriteMaterial.ColorTexture didn’t have an effect.
    • Are those things planned to be implemented in the future, and should I just wait? I’m looking for things like loading sprite sheets, setting frame rate, loop behavior and frame lists, etc.
    • Bonus: it would be nice if the sprite shader had the ability to “flash” a certain color (paint all non-transparent pixels with that color) temporarily.

    Thanks!

    #9801

    Mark Sibly
    Keymaster

    Yeah, sprites are very primitive right now and there are lots of changes coming. I will definitely keep your questions in mind though and try to address them as well as I can.

    I just need to finish up the IAP mobile module this week, and then it’s back into the fun/interesting stuff!

    #9802

    Playniax
    Participant

    I just need to finish up the IAP mobile module this week

    I guess I have to be careful of what I wish for in the future ­čÖé

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