relative rendering, but maybe still a bug with proportions?

This commit is contained in:
glazenbol
2026-03-26 03:02:54 +01:00
parent ea052ce151
commit c138a616d0
+5 -13
View File
@@ -5,7 +5,7 @@ const socket = io("http://localhost:3000");
const params = { const params = {
fps: 60, fps: 60,
zoom: 0.01, zoom: 0.1,
backgroundTicks: 60, backgroundTicks: 60,
textSpread: 0, textSpread: 0,
maxSpawns: 1, maxSpawns: 1,
@@ -188,12 +188,8 @@ const sketch = (p) => {
p.background(0); p.background(0);
p.shader(shaderProgram); p.shader(shaderProgram);
// p.ortho(x, x + width, y + height, y); // p.ortho(0, p.width, -p.height, 0);
// p.ortho(0, -p.windowWidth, -p.windowHeight, 0); p.ortho(x, x + width, -y - height, -y);
console.log(
`ortho: ${-p.width / 2}, ${p.width / 2}, ${-p.height / 2}, ${p.height / 2}`,
);
p.ortho(0, p.width, -p.height, 0);
// Bind texture array // Bind texture array
gl.activeTexture(gl.TEXTURE0); gl.activeTexture(gl.TEXTURE0);
@@ -213,12 +209,8 @@ const sketch = (p) => {
// Tell shader which layer to sample // Tell shader which layer to sample
shaderProgram.setUniform("uLayer", currentLayer); shaderProgram.setUniform("uLayer", currentLayer);
// Draw a quad covering the screen p.rect(col * tileW, row * tileH, tileW, tileH);
console.log( // p.rect(0, 0, tileW, tileH);
`Drawing tile ${currentLayer} at ${col * tileW}, ${row * tileH}`,
);
// p.rect(col * tileW, row * tileH, tileW, tileH);
p.rect(0, 0, tileW, tileH);
} }
} }
} }