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leyart

impact-tile-shader's Issues

forceDrawNextFrame not needed IMO

I don't think forceDrawNextFrame is needed or even a good thing to be honest. The savings it provides are inconsistent. If most of my frames need TileShader to draw, then my entire game really needs to account for its cost and be able to handle it across the board. So frames that TileShader.draw() doesn't get called are faster, but I don't care because I can afford the cost of TileShader.draw() anyway.

I'd argue get rid of it and always draw. Makes the plugin simpler and more reliable.

Incorrect offsets for entities of a different scale

I have two entities that are using light sources, one is 32x32, the other is 16x16. My lighttiles are still using the standard size image. Is it possible to correct the light offset to account for varying entity sprite sizes?

I'd like to not change the lighttile size, as I prefer the look of the smaller tiles

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