Description

The current implementation of sprite rotations uses trig, I was getting frustrated and wwanted somthing that "worked", and I wasn't understanding the matrix code. The current version of sprites has artifacts around the edges if the image has pixels close to the edge.

Requirements

  • Uses rotation matrix
  • Demonstrate higher performance than current implementation

Tasks

  • Write new shader
  • Writer new component system
  • Write a new project that spawns a lot of sprites to compare the performance of the current implementation, the old implementation, and the new implementation.

Blocked by

{{BlockedBy}}

  • Can't be worked on till this task is done
  • blocking task
  • blocking task

Blocks

{{Blocks}}

  • This task cannot be done until this one is done.
  • neither can this one
  • or this one