SolarLune

Results 108 comments of SolarLune

> I consider separate imageNSize() functions and less magic from imageSrcNAt() a positive change, even if we end up having "more functions". I generally agree; the simpler and less "magic"...

I think before anything else is done, we need to come to a conclusion on `texCoord` usage, and I think I'd just turn off atlasing for all source and destination...

> Use imageSrcNAt. This still does tricks for N >= 1 images, but the trick is just adsjuting the offsets. Actually this is already done. > We can discuss 2....

I think that would be fine, yeah. Of course, the documentation should mention the difference, but if it's only feasible that way, then that would be the way to go.

> I don't fully understand your case, ![Affine_texture_mapping_tri_vs_quad](https://user-images.githubusercontent.com/4733521/231801244-ca3f064a-95b9-4024-a111-889143ff64fb.png) Essentially, when rendering a triangle for Tetra3D, I transform the positions for the vertices into 3D. This works, but I don't change...

> Unless Ebitengine officially wants to support 3D, I think names like Z and W are better avoided. I also don't think Custom is particularly nice either. I think just...

Oh, I meant 16 maximum, overall, not adding 16 more. Your proposed Vertex set would be fine. If I could nitpick, I don't think you need to name two of...

Hello - commenting to post some mini-findings. ____ In my pursuit of perspective corrected texture mapping for Tetra3D ([see this comment in this issue](https://github.com/hajimehoshi/ebiten/issues/2640#issuecomment-1507142774)), I tried encoding a depth-related vertex...

> I was wondering how custom vertex attributes would resolve the fuzzy-edge issue. Sorry, I don't think I explained everything properly, but if I had custom vertex attributes, then I...

> You can use full float32's range for color components of Vertex, right? There is nothing to prevent this. I'm already using the alpha channel as the actual alpha channel...