As I was going to ask my question, I saw
http://en.sfml-dev.org/forums/index.php?topic=13934.0 on the very top of the forum board, but it didn't actually answer my question.
Enemy get hits by a bullet. I need to apply a debuff. It's basically a color which is masked by a noise texture which then gets masked by the sprite texture. Something like:
gl_FragColor= spriteTexture * noiseTexture * color;
To achieve the animation of the debuff, I'd like to animate the noiseTexture rect myself, by moving the rect from... let's say (0.0 , 0.0) , (0.2 , 0.2) to (0.0, 0.
(0.2, 1.0) - basically just moving the rect slowly down.
Question: I'd need to pass a different rect for the noise texture, and I've done this in the past by simply passing texture coordinates for each vertex separately, in plain OpenGL.
1. Is this achievable in SFML?
2. If not, is there an alternative ?
I was thinking about playing with SFML source a bit (which actually super excites me
), but I figured I ask you guys before doing any acrobatics.
Btw. I really like SFML and I'm a big supporter. Still waiting for the day it comes on iOS.
Thanks in advance
Mercurial