This Week in Quads #14

🔗miniquad: MSAA render textures on web

A second(after instancing) platform-dependent feature in miniquad: render passes resolve attachment. They are only supported on GL3+ and WebGl2, and they helps with anti-aliased render textures. While, tehcnically, they were implemented in miniquad already, now we got features.resolve_attachments and proper WebGL support.

Examnple

PR with details

Thanks Sokol, where the feature was gleaned from

🔗macroquad: Configurable batch size

Macroquad performs automatic and static batching for each draw_* call. For each draw call, it pre-allocate a huge cpu/gpu buffer to add vertices to. When it exceeds the buffer, it allocates the new one, marking the new draw call.

Some examples when altering those values migh be convinient:

  • for huge 3d models that do not fit into a single draw call, increasing the buffer size might be easier than splitting the model.
  • when each draw_* call got its own material, buffer size might be reduced to save some memory

PR with details

🔗macroquad: A lot of Tiled related fixes

Shout out to InnocentusLime who fixed a ton of bugs in semi-abandoned macroquad-tiled!

#792 #788 #803 #808 #801

🔗Road to 3d macroquad

To battle test soundness of the new camera API, I ported fish-fight's follow camera. It does seem to work just fine, this might be a final interation on macroquad-0.5 2D camera API.

camera

Example source