allow Models and BitmapTexts in BGAnimationLayer (detected through file extension)
add RageModelVertex, which doesn't have a color property
add "stretch" file name hint for textures
The masking uses the Z-buffer under the assumption that some cards don't have a stencil. Should we be using the stencil instead? It doesn't really matter because we never need both the Z buffer and stencil buffer simultaneously.
Hmm. Need some way of using rendering masks in BGAs. Not full
access to the zbuffer, of course, just a way to implement things like
the masked-off stage scroll on top of an unmasked song background.
Being able to do this based on the alpha values of another image would
have a whole lot of bonuses for background animations, too; eg the
canonical trick of rendering things masked by a silhouette. This is tricky
to implement, though.
It'd be even better if we could do this with full alpha.
Most multipass algorithms I can think of would require an alpha
channel on the framebuffer, though, and we very often don't have
that. I'll keep thinking about it (and perhaps randomly brainstorming
into the nearest edit window, such as WinCVS ...)
It barely takes into account -time-.
Pump How To Play BGA Screen now kinda complete, and uses the mechanism
(this is a for a demonstration on the kinds of things we need to support in
BGALayer to make truly unique animations, it shouldn't be carved in stone
and used as THE BGA Tweening system as it is.)
Changes to BGAnimations:
Metric Configurable Stuff:
1. you can rotate your BGA's
2. You can specify their X
3. You can specify their Y
4. You can make them appear (once) after a set time
5. You can make them hide (once) after a set time (useful if you want an item to show and appear just once)
6. You can set how ZOOMED in the element is.
This will only work for sprite 0 in the BGAnimation Layer,
I have currently done NO checking should there be more than one sprite in the layer (I suspect only sprite 0 will change and the rest will be unaffected)
But again fairly untested. Check out the Pump How To Play screen to see it running.
In the works:
Tweening With BGAnimations.
Haven't quite figured this one yet.