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 SpriteMaterial.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.