Im glad it worked!
azagaya
Creator of
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I dont have access to a mac anymore to compile and test the project. You can try the app from here https://github.com/azagaya/laigter/releases (laigter.zip), but i cannot do much if it doesnt work, because i cannot test it myself anymore on Mac... Sorry
Hi! The license only applies to the code of the software. You have all the rights to use whatever map you generate with it (as long as you have the rights to use the original image where you generated it from.
So, if you use laigter to generate a normal map from a sprite you have legal right to use, you can use those normal maps in your games, even commercially, without need to give attribution or anything. The maps you generate with laigter are yours.
The license only apply to the code of the tool, not its output.
TRANSLATED WITH GOOGLE:
Oi! A licença se aplica apenas ao código do software. Você tem todos os direitos de usar qualquer mapa que gerar com ele (desde que tenha os direitos de usar a imagem original de onde a gerou). Então, se você usar o laigter para gerar um mapa normal a partir de um sprite que você tem direito legal de usar, você poderá usar esses mapas normais em seus jogos, mesmo comercialmente, sem necessidade de dar atribuição nem nada. Os mapas que você gera com o laigter são seus. A licença se aplica apenas ao código da ferramenta, não à sua saída.
Hi!
fshader.glsl only does the rendering. The maps are calculated in the CPU using cimg image processing library. All the code is in image_procecssor.cpp. For the normals, is basically obtaining a heightmap from a distance transform, and the grayscale version of the image, and then using derivative opperators to get the normals.
Everything could be done in shaders (the most difficult part would be the distance transform, which i guess you could do with SDF?). I tried in the past to migrate everything to shaders, but the changes were too much and i didnt have the time. I also never sorted out how to do cli exports without a window if they depend on OpenGL, so CPU was better for that.
Sorry, i missunderstood and thought you were refering to the issue opened in github about saving neighbors as presets.
The neighbors were already being saved in the project file, so i checked and it seems that they were being reseted after the load. I just pushed a fix to github. Once i finish the feature of saving the presets ill publish a bugfix release.