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Home Page: https://ebitengine.org
License: Apache License 2.0
Ebitengine - A dead simple 2D game engine for Go
Home Page: https://ebitengine.org
License: Apache License 2.0
Am I separating Go code into many modules?
Unfortunately, straight alpha can't treat well bi-linear filter (http://blogs.msdn.com/b/ito/archive/2010/07/10/what-is-the-premultilied-alpha-part-1.aspx).
Before applying a color matrix, the color should be unmultiplied (http://msdn.microsoft.com/en-us/library/windows/desktop/hh706319%28v=vs.85%29.aspx).
Additionally, we can use glBlendFunc again!
Now just showing an image requires about 70 lines in Go. Can I simplify APIs and perform this with less code?
As SNES sound system is PCM, should we do the same way? Is there any good way to develop SNES-like sound easily?
sudo aptitude install libglew-dev
How about glfw?
It is because glReadPixels requires the pixel data at the farmebuffer.
http://stackoverflow.com/questions/11863416/read-texture-bytes-with-glreadpixels
Maybe:
DrawImage(Parts)?(Geometry)?(Color)?
If 'Geometry' is not present, the location (x, y) should be given instead of a matrix.
I don't want to use native APIs any more...
What if x.DrawImage(x, nil)?
Can we have automatic optimization?
It should be possible to generate this from glfw key set.
For debugging.
Ideally, it would be possible to develop a prototype without preparing images.
Less modules seems better
Return errors instead.
Or, can I introduce 'Ebiten in WebGL'?
This might cause performance issues. Use a thread-local variable or something alike instead.
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