Hi Gigatron , first of all thanks for the plugin!.
Looks promising, but i realized some problem with the camera, here is a twitter post with a video i made:
https://twitter.com/DavitMasia/status/8 ... 3825052676
Without the ScrollTo is more evident that the cube is "floating".
Is there anyway to change how the camera works? I mean, is there anyway to change the X,Z,Y position of the camera? Also rotate the X,Y,Z of the camera. This will bring a lot more options.
I know you said you will wait to C3 for develop more shaders, maybe in C3 there will need some edits or do since 0 again so only asking if can be done in a easy way, otherwise not worry only a few weeks to the C3 beta so no problem.
I think with some tweaks a shader like this can be used to do topDown shooters, Platforms or real 3D games like Doom or Wolf3D in a easy way that can be awesome.
P.D. Also discovered that turn Sampling to "Point" instead "Linear" show real pixels with no antialias or texture smoothing that is great for some retro games.
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Edit 1: I made a stress test with this results:
In a GeForce 670 GTX With 150 sprites at 256x256 pixels using 1024x texture and one light for each cube starts to break <img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz">
https://twitter.com/DavitMasia/status/8 ... 0237495296
The game drops at 50 but still runs well, but the recording goes crazy and gots freezed XD . No matter if the cubes are rotating or not, or if the textures have smooth sampling or not the perfomance is the same. The problems is the number of sprites and their size, then the perfomance drops considerably <img src="{SMILIES_PATH}/icon_e_sad.gif" alt=":(" title="Sad"> . BTW, i guess still there is no optimization and maybe also the use of one light for each cube instead one for all can affect to that and can be improved a lot.
Edit 2: Editing the shader
I removed the light (Spec and spow parameters) and not gain all the perfomance as i thought. Without light the number of cubes before frame downs increases to 15 more but is not the big thing. So i guess is the mathematical stuff that i not understand. Btw, i'm going to try editing things and doing tests for curiosity <img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz">
Perfomance tests:
Shader Perfomance tests before frame drops in cubes on screen:
64x = 1600
256x = 160
512x = 60
I found something weird. Cubes without movementin the screen static, simply placing the shader and the same perfomance. If the shader no changes their position and the cube is not rotating decreases the frame drops. So i guess the actual shader render always that he cans even if there is no information-change.