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That makes a lot of sense. I was just trying to add some cool top down parallax effects to add more of a 3d feel in addition to the 3d lighting. It's very impressive what this light system can do for 2d graphics. I did not want to touch 3D in GML, so I'll pass on figuring any of that out, ha! 


"Some other things to note, when drawing normal maps I use the alpha channel to encode the emissive value of that pixel.  So, you would actually want to draw in 0 alpha if there would be no emissive.  That can be done for the entire normal map sprite, or per-pixel in the normal map itself."

I was just using the alpha setup from the other object normal draw events, which uses LE_NORMAL_ANGLE for the draw events in the events I listed. I could always have it send the emissive variable instead.

Gotcha.  So, that macro packs alpha and the rotation value into one float.  Then in the shader it rotates the normal vector around the z axis according to the image angle of the instance.