rcmaniac25 / GamePlay

Open-source, cross-platform 3D native C++ game framework making it easy to learn and write mobile and desktop games.
www.gameplay3d.org
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Support for custom effects in TileSheet #24

Closed marcinjakubowski closed 10 years ago

marcinjakubowski commented 10 years ago

TileSheet definition now supports additional parameters: fragmentShader, vertexShader and defines (similarly to material pass definition). Added Effect parameter to TileSheet::create to support custom effects from code.

rcmaniac25 commented 10 years ago

Thanks for the addition.

Also FYI, you don't need to create a new pull request to add on changes. Just commit to the same branch and it will show up.

marcinjakubowski commented 10 years ago

I broke my branch a bit with my poor git skills. Tried to ammend a previous commit which was already pushed to github, then it required merging, then I messed up the merge. It ended up being like 8 commits just to fix all the mess. So I just forked your repo again and applied those changes and opened a new pull request, seemed much cleaner.

rcmaniac25 commented 10 years ago

Ha. Ok, well. Again, thanks!

From: Marcin Jakubowski Sent: Thursday, February 27, 2014 9:44 AM To: rcmaniac25/GamePlay Reply To: rcmaniac25/GamePlay Cc: rcmaniac25 Subject: Re: [GamePlay] Support for custom effects in TileSheet (#24)

I broke my branch a bit with my poor git skills. Tried to ammend a previous commit which was already pushed to github, then it required merging, then I messed up the merge. It ended up being like 8 commits just to fix all the mess. So I just forked your repo again and applied those changes and opened a new pull request, seemed much cleaner.


Reply to this email directly or view it on GitHub: https://github.com/rcmaniac25/GamePlay/pull/24#issuecomment-36248270

rcmaniac25 commented 10 years ago

I just updated to GamePlay 2.0. Let me know if it compiles for you

marcinjakubowski commented 10 years ago

Yes, it's working fine, thanks a lot! Found one bug when parsing scene files; I think it was there before when you first merged with 2.0 maybe. I'll submit a pull request with a fix.