It's intriguing that it talks about very simplistic sprite definitions (8 colors), but yet seems to expect the sprites to be rendered using 3D hardware (talk of normal maps and lighting).
It's intriguing that it talks about very simplistic sprite definitions (8 colors), but yet seems to expect the sprites to be rendered using 3D hardware (talk of normal maps and lighting).
I agree very much with both of you. I assemble all the tiles into texture atlases (and earlier post discusses the technique) and then use a fairly simple shader to render. If you look in the gb/graphics directory [1], then you can see the GLSL code. It was originally coded for OpenGL 3.3 with geometry shaders but I switched to OpenGL 3.00 as a stepping stone to ES 2.
The whole model is based on the concept of "SNES Unbound": I want to have effectively infinite numbers of sprites with many layers and any Mode 7 effects with arbitrary scaling and rotations. This is a very small level of expectation of a modern GPU, so I can get about 1,000 FPS on my laptop with millions of sprites, because I only use a single OpenGL draw call per layer.
Anyways, I'd be happy to comment or chat more with you. Maybe I should post some screenshots of the editor.
Jay
1. https://github.com/get-bonus/get-bonus/tree/master/gb/graphi...