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Consider handling transformations #4
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Personally, I mostly care about translation. I'm building a 2D game that has a moving camera. I would like a way to apply a single camera to all To summarize, it seems there are two separate needs for this issue:
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Do you just want a convenient way to apply translation across all text areas, or does it need to happen in the shader itself? I'm just curious because we currently rely on having the coordinates on the CPU so we can clip/cull before it reaches the shader. |
The advantage of GPU-side is that only the camera values need to change and all the text areas can stay the same. But your point about culling CPU-side is a good one, so that might be the best way. Mostly I'm looking for convenience here. |
Consider handling scale, shear, rotation, etc., at least for typical 2D use cases
Also related to #3 because pixel snapping wouldn't work well depending on the transformation.
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