Timeline for Lighting in 2d isometric games
Current License: CC BY-SA 3.0
9 events
when toggle format | what | by | license | comment | |
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Mar 19, 2018 at 17:03 | vote | accept | Dan Prince | ||
Mar 19, 2018 at 14:00 | comment | added | Kroltan | Yeah it seems Canvas does not have a way to draw a tinted sprite. It seems pre-drawing offscreen is the only way. WebGL certainly can do that, using shaders, but writing the renderer would rather more involving. | |
Mar 19, 2018 at 8:30 | comment | added | Dan Prince | I can't think of any other way to get the colour into the rendered scene without it affecting the surrounding sprites though. | |
Mar 19, 2018 at 0:53 | comment | added | Kroltan | @DanPrince Not sure about HTML canvas, but I don't think you need to mask the sprite's tint. | |
Mar 19, 2018 at 0:53 | comment | added | Dan Prince | i.imgur.com/wveiYbv.png I think it's there. Now I've just got to deal with the 10x performance hit. Currently drawing the light value to a separate canvas, then using that as a mask for the sprite, before drawing the masked colour onto the canvas and blending the sprite onto that. Any ideas for making that simpler? | |
Mar 19, 2018 at 0:39 | comment | added | Dan Prince | Yeah, there are three rows of semitransparent tiles along the north side of the map. | |
Mar 19, 2018 at 0:30 | comment | added | Kroltan | @DanPrince Yep! that's the concept. You still have some things to sort out on the northeastmost part of the map. Unless those are semitransparent tiles, in which case it's fine. | |
Mar 19, 2018 at 0:29 | comment | added | Dan Prince | Getting very close i.imgur.com/Xc6hu76.png | |
Mar 18, 2018 at 20:03 | history | answered | Kroltan | CC BY-SA 3.0 |