Closed oli414 closed 6 years ago
The large scenery has one sprite per tile that it occupies. From the standard rotation, it'll start with the back most tile, work from left to right and closer to the front. Before moving on to the next tile every rotation for that tile is rendered.
Where tile 0 is the sprite's origin.
For example: Tile 0 from r0 Tile 0 from r1 Tile 0 from r2 Tile 0 from r3 Tile 1 from r0 Tile 1 from r1 Tile 1 from r2 Tile 1 from r3 and so on
Large scenery is made out of multiple sprites, one for each camera facing tile (2x2 has 3, 3x3 has 5, etc). To more efficiently cut large scenery sprites the renderer should have the option to do this automatically by masking out different parts of the object.