SpriteForge Released

Miscellaneous Forums/Blitz Showcase/SpriteForge Released

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you can already do sphere mapping (load a second texture in channel 2 and add its fileame to the filters list ie. texturefilter=filename,64.

cube mapping could be a possibility, ive never used it for anything but reflections so if you give me an idea of how this would work ill see what i can knock up.

vertex coloring is how im doing the shadows, im thinking about doing proper lightmaps but this may be a bit over my head unless i can find a way of issuing a separate second uv channel 'pixel' to every pixel for every texture used :)
Or mabe theres a way of doing it with normals.

Hmm..

Damn im thinking again :O