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implement tinting #38
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- adds a secondary canvas for drawing temporary stuff
related to #32 |
Oh, I haven't noticed that someone has already created another PR for that -.- I think our two approaches are different enough though to leave them both open :)
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ClearBackground(RAYWHITE); | ||
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DrawTexture(texture, screenWidth/2 - texture.width/2, screenHeight/2 - texture.height/2, RED); |
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The only change in the _tint
example versus the other example is the Tint color. This means there's a bunch of duplicated code for a 1-line change. Instead of having the textures_logo_raylib_tint.c
example, I'd actually recommend porting over an official texture example that implements tint, like textures_bunnymark.c.
@@ -301,13 +304,28 @@ class RaylibJs { | |||
} | |||
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// RLAPI void DrawTexture(Texture2D texture, int posX, int posY, Color tint); | |||
DrawTexture(texture_ptr, posX, posY, color_ptr) { | |||
DrawTexture(texture_ptr, posX, posY, tint_ptr) { | |||
/** @type {ArrayBuffer} */ |
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I don't think there's type hinting in any of the other JavaScript code here...
/** @type {ArrayBuffer} */ |
I have adapted my previous implementation for texture drawing to the merged one and tinting works now.
Changes