by Marisa the Magician » Thu Jun 07, 2018 1:14 pm
I think it's time to revive this thread. Now that the 2D refactor has made things much cleaner, I decided to try again.
Results are on
this branch right now. I'm also going to link an example zip
here showing one of the many things this could be used for: on-screen rotated graphics.
At the moment, I'm trying to figure out how to best approach handling all the scaling parameters, so for now the vertex positions are in absolute screen coords.
If I manage to get this to work 100%, I think psprite drawing could be moved to it, which would easily allow arbitrary scaling and rotation of weapon sprites.
I think it's time to revive this thread. Now that the 2D refactor has made things much cleaner, I decided to try again.
Results are on [url=https://github.com/OrdinaryMagician/gzdoom/tree/triangledrawer]this branch[/url] right now. I'm also going to link an example zip [url=https://marisakirisa.me/tmp/triangle_m.zip]here[/url] showing one of the many things this could be used for: on-screen rotated graphics.
At the moment, I'm trying to figure out how to best approach handling all the scaling parameters, so for now the vertex positions are in absolute screen coords.
If I manage to get this to work 100%, I think psprite drawing could be moved to it, which would easily allow arbitrary scaling and rotation of weapon sprites.