Shader graph: Clamp is the Output's default edge, and the sheet's own mode is a constant of its own (#81)
game-maker / suite (push) Successful in 9m16s

The default of the Edge param and the address mode the shared sheet physically
carries were the same constant; changing the value would have turned every
sentinel with it and given each shader sprite a full copy of its texture.
SHEET_EDGE ('mirror', what TextureLibrary uploads) is now separate from
DEFAULT_EDGE ('clamp'). A graph whose Sample reads nothing but its own pixel
draws with the plain sheet whatever the Edge says, so the common shader costs
no second copy.

Without a shader the quad's coordinates never leave 0..1, and mirror-repeat
reads like clamp within a texel - so clamp is what a sprite shows anyway.
This commit is contained in:
admin committed 2026-09-13 21:33:41 +02:00
1 parent 03c4323794
commit e0c459ce92
7 files changed
+74 -20

No files matched your search

+1 -1
View File
@@ -37,7 +37,7 @@ npm run build # writes dist/ and regenerates index.html; the folder is wh
The browser suite and the three example games need a machine with a GPU:
```bash
node tools/seed-e2e.mjs && node tools/e2e.mjs # the editor, 784 checks (GM_STEPS=20 for one step)
node tools/seed-e2e.mjs && node tools/e2e.mjs # the editor, 785 checks (GM_STEPS=20 for one step)
node tools/seed-jumprun.mjs && node tools/smoke-jumprun.mjs
node tools/seed-tetris.mjs && node tools/smoke-tetris.mjs
node tools/seed-actor.mjs && node tools/smoke-actor.mjs