Hey, Pixelthief here, if you remember back to GDC I was asking about if it was at all possible to get the same "Angle" rotation effect for Layers & Frames as you have for Active Objects. The way you can apply shader effects or alpha coefficients/masks looks like its copy/pasted the exact same as how AO's were written, so I imagine it might be possible to just uncomment some code or add identical code into the graphics pipeline, just to let anyone give an Angle to the layer/frame textures.
Necessarily it would mean that the rotation would have blurred or black edges because the frames/layers are bounded, but I don't think thats any reason to not include it- you can work it by circumscribing a frame window inside of the rendered area to cut off the corners, so all that artifact zone wouldn't matter. Its how I'm doing Asunder right now, but I need to use a Pixel shader on the 512x512 frame, which I imagine is alot more inefficient than having a vertex rotation.
I'm guessing that even if it isn't any faster persay, it would still let me have more objects on screen using pixel shaders (I can only get one or two before my game slows down on most computers, presumably because 60 FPS of a 512x512 texture is hogging any juice set aside for shaders), by leveling off the load onto vertexes. But beyond my own uses, I'm more interested in it because I've gotten so many requests from people over the years asking "How do I rotate the entire frame" as an effect, and I'd be a lot happier to see that built in efficiently than have to use an inefficient shader I wrote.
Also on that whole HWA note, I'm curious if you guys made any impact on the HWA alpha blending problem that was brought up a year ago;
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It makes a huge difference on how a lot of HWA programs look, so Im just curious if any of the techniques people were discussing to fix it were fruitful
Nothing really high priority here, I'd just be super glad to see any of this make it into Build 256 if at all possible! I know that ones stumped Yves before, but hey, I wish you good luck
Oh and it was great to read your blog from the GDC events, thanks for posting that up! I've been cranking away on my project hard, and looks like you guys have too