model.setUniform("floatunif", Uniform.Float, 3.0);model.setUniform("intunif", Uniform.Int, 5);model.setUniform("transform", Uniform.Transform, myTransform);
@Rhuan: Just implemented direct matrix access:https://github.com/fatcerberus/minisphere/commit/5303ba45d81274b60db26e2746b679db44791c8cI'll try to finalize everything and post 4.6.0 before the night is out.
transf.matrix = somethingElse;
As long as you're willing to license your code under BSD/MIT, I'd be more than happy to let you develop the Sphere v2 map engine.
miniSphere 4.6.0 is available! There are way too many improvements to summarize here; just look through the changelog to find out what's new.
1. Adding the path hack to the assets path function (I don't like the sphere system folder being invisible which is the alternative to this) as well as removing the "if" you'd put around it in the engine path function2. renaming panic to d_panic (as a MacOs system include of some kind defines something else called panic)
al_orthographic_transform(&trans, 0, 0, -1.0, width, height, 1.0);
I found out why objects drawn outside of the [-1.0,1.0] Z range don't get rendered. Allegro's default projection is:Code: (c) [Select]al_orthographic_transform(&trans, 0, 0, -1.0, width, height, 1.0);Which is to say, pixel-perfect for X/Y with the near and far clipping planes at -1.0 and 1.0, respectively. Everything outside that range gets clipped.I'm curious now, does Galileo honor Z order?