Posted November 23, 2024 by bitchunk
#update
The sorting algorithm has been switched from quicksort to shellsort. This is very helpful as it reduces the amount of code.
Loops using foreach and tmap (a more convenient version of foreach) tend to be slow, so we changed it to for in when there is a lot of processing.
I found a color pattern that looked strange when I looked at it like this, so I fixed that as well.
When I went back to the data management screen and then back to the editing screen, the editing state was slightly restored.
There are 16 types of background patterns: the ones used in the shader and "▥,▤,🐱,✽,●,♥,◆,★".
Open data details with Ctrl (Cmd), data length is in bytes. Maximum 224 (7 sprites, not including 1 color data)
"チョウテン(頂点)" : Vertices
"メン(面)": Faces
"データチョウ(データ長)": Data length
UI such as buttons and windows will be hidden. You can specify the rotation angle, magnification rate, and light source movement, but the rotation speed and coordinates are fixed for now.
It was necessary to switch the display position depending on the screen state.
"メニューに もどる" :Back to menu
"ウィンドウを かくす" :Hide window
"はいけいの せってい" :Set background
"GIFの さつえい" :Shoot GIF
"データの かきだし" :Export data
"データの せんたく" :Select data
It was difficult to tell whether the light source was in the front or back, so I changed the expression a little.
If it is closer to the center, it will be a dashed line, and if it is further back, the circle will be smaller.
A hidden mode for attaching textures has been added experimentally. Try to find where you can get in. Texture images (128x128px png) can be imported by dropping them in. However, UV data cannot be saved.