News
- Light quality & system quality (new argument in tl_init(...,...,...,quality))
- New Hybrid system (that autoselect the mesh/sprite based rendering, according to the convenience)
- tl_update & tl_draw now returns 0 if there is a surface error.
- New shadowsprite Rendering : with many instances does not slow down as before
- Added tl_mesh_hybrid(id)
- Added tl_light_quality(light id)
- Added tl_light_destroy_all() & tl_mesh_destroy_all()
- Added tl_active(id, true or false) & tl_get_active(id)
- Added tl_set_view([0..7])Possibility to choose the view index
- Fixed tl_get_lighting(x,y)
Features
GML knowledge required
Pc, Mac, Android, iOS. (not yet HTML5)
Static light stored in vram for gain speed!(use tl_light_delete(light id) for free memory)
Static & Dynamic Shadows from sprites
Static & Dynamic Shadows from meshes (with vertices)
Automatic creation of ordinary meshes (square, circle)
Lights color selection
Lights Auto-deactivation
Automatic Shadows Backface culling
Automatic meshes deactivation
Complete vertices control
Light intensity regolation
Glimmers of light on shapes
Choosing the shape of light through a mask in black and white
Get the lighting/shadowness value at (x,y)