LuaSTG-Sub
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LuaSTG Sub, a modern version of the LuaSTG engine. LuaSTG Sub,现代化的 LuaSTG 引擎分支。
目前想到的: 1、通过 hlsl 宏定义,提供常用的宏用于简化寄存器声明等 2、提供 hlsl 的 #include 功能,方便编写复杂的 shader 3、允许开发者编译 shader 的时候传递自定义宏定义,允许将不同的功能模块写进同一个 shader,然后通过不同的宏定义编译出不同的 shader 字节码
* 有些字体只用到ASCII部分,也分配1024x1024的大纹理缓存可能太浪费了,应该考虑弄一个公共字形缓存 * 新问题:如果用了公共字形缓存,那么当一个字体被卸载掉,那些占用了的空间应该如何回收? * 字形缓存有多张纹理的时候应该合批渲染 * 应该新增 Label 对象?避免每次绘制都重新计算一次布局 * 也许可以不新增对象,而是通过缓存字符串来映射
Forks: * [LuaSTG Evo (cross platform)](https://github.com/KaleiAlma/LuaSTG-Evo) File mirrors: * [RyannThi's Google Drive](https://drive.google.com/drive/u/4/folders/1yxWXqTQQC1jhun7NwC5BrWpr8S3LewVQ)
This is a long-term task. WIP...
CMake script should reviewed, some operations may not be located at approperate place, some directories are hard coded. Marshalling strings are not tested. Ways of operating between C++, C# and...
When using a 3d glb model with alpha in it, the alpha turns into dithering in-game. (I tried with z buffer disabled and enabled, same result)  Edit March 25th:...
I've been trying to import a 3d glb model with vertex colors in it, but the engine renders them completely black if I do. Here's a few screenshots of that:...
As the title says, multiply blending does not work with alpha on textures, nor does the SetImageState change its opacity. Example:  Code: ``` SetImageState("image:ReimuFake_1", "mul+mul", Color(100,5,5,5)) Render("image:ReimuFake_1", 700, 155,...