v0.3.0: display abstraction, map-browser menu, SAGE terrain tiling/blends
- ra3.client::display: shared interactive loops; SDL and Vulkan backends implement only the primitives (init/present/poll_event/window_size/ key_down/present_terrain). ra3.display picks the backend. - Menu: maps by localized name (gamestrings.csf), red/gold theme, hover highlight, mouse + keyboard, wheel scroll, fullscreen and FPS/vsync options, loading progress bar. - Terrain: continuous tile sampling via a texture array (REPEAT, uv = cell/(2*cellSize)) removes per-cell grid seams; SAGE blend ramp for material transitions; FPS label + top-right minimap overlays. - Skip the skirmish sim for map views; reuse the Vulkan texture; no idle terrain redraw.
This commit is contained in:
@@ -0,0 +1,11 @@
|
||||
#version 450
|
||||
|
||||
layout(binding = 0) uniform sampler2D scene;
|
||||
|
||||
layout(location = 0) in vec2 in_uv;
|
||||
layout(location = 0) out vec4 out_color;
|
||||
|
||||
void main() {
|
||||
if (in_uv.x < 0.0 || in_uv.x > 1.0 || in_uv.y < 0.0 || in_uv.y > 1.0) discard;
|
||||
out_color = texture(scene, in_uv);
|
||||
}
|
||||
Reference in New Issue
Block a user