Hmm thinking about it I'd be happy doing the image manipulation with an image object that was simply:Code: [Select]{ width:num_pixels, height:num_pixels, data:array_of_pixels}The array could just be 1d but with each element being a color object (or equivalent - just needs the rgba values)Don't need a 2d construct as can work fine with specified width to tell you which row you're on (could have a helper function that converts coordinates to an index location); as I'd want to combine images having a more complex interface would probably make it harder.The key things I'd need which we don't have at the moment are methods to:a) convert png/jpeg files to width + height + pixel arrayb) save a width + height + pixel array in such a way that reading it in as an ArrayBuffer and then calling new Texture on it in miniSphere will work.I probably could implement all of that in JS but it may be slightly painful.EDIT: Hmm, lets see where I can get to with this starting point: https://github.com/arian/pngjs
{ width:num_pixels, height:num_pixels, data:array_of_pixels}
#/game_modules/console.js:86 [anon](ssj) x Sphere.Gameew-c name "Spectacles: Bruce's Story"ew-c version 1ew-c saveID "fatCerberus.spectacles"ew-c author "Fat Cerberus"ew-c summary "Follow Scott Starcross in his quest to stop the Primus from destroying both worlds."ew-c resolution "320x200"ew-c main "@/scripts/main.js"ew-c disableAnimations falseew-c disableBattles falseew-c disableSplash falseew-c disableTalking falseew-c disableTitleScreen false
#/game_modules/console.js:86 [anonymous function](ssj) x Sphere.Gameeval() = {...}