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.
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
🔗macroquad: A lot of Tiled related fixes
Shout out to InnocentusLime who fixed a ton of bugs in semi-abandoned macroquad-tiled!
🔗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.