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docs/_phaser_tilemap_GL_progress.txt

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@@ -128,3 +128,17 @@ After testing, *all* examples seem to work (with these three restrictions)
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Found both bugs, I was effectively applying the scroll twice because the new batch list calculates the offsets internally and I was still applying it as a uniform to the webgl shader.
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Remaining Task Summary:
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- Change the map parser, so that when additional tilesets are encountered, it creates a new Tilemap Layer for each and keeps data for only one tileset per layer.
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- Store the tileset index or reference in the Tile structure, deprecate resolveTileset and any other related code
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- Add alpha blending to the shader, calculate the 'final' alpha by multiplying the layer's worldAlpha with the tile.alpha
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- Add scaling to the shader, use the layer's worldScale
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- Optimise the drawing to avoid degenerate triangles where possible, e.g. each row should be a single tri-strip without degenerates in it for faster drawing
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