When I'm asking for shader support at the Shape level it would need the uniform setting features as well, are you saying that model is there so you can draw the same shape with two different values at the same time by having it in different models, I'd assumed that that wouldn't work, not sure why I'd assumed this, but I had.
implementing this is a large undertakingit will take me a day or so
Quote from: Fat Cerberus on June 29, 2017, 02:58:22 pmimplementing this is a large undertakingit will take me a day or soThis is pretty great.
To apply a color mask to a shape you just change the color of its vertices. This is how Prim.blit() applies the mask you give it. As for blend modes, you're right, that needs to be done in the pixel shader. Allowing predefined blend modes alongside shader support seems like mixing metaphors and I don't want to make the v2 API too complicated.Agreed on the usefulness of passing vectors. That would be good for passing colors, for instance.
Note: whilst with a bit of effort I'm growing to like the concepts in this Galileo interface, I think it is nowhere as beginner friendly as the v1 graphics interface -> there needs to be clearer tutorials/guidance/something if we want programming beginners to be able to dive into this.