clarify a few code comments

This commit is contained in:
2023-06-03 14:42:05 -05:00
parent 14d3922c43
commit 23a059aeea

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@@ -9,6 +9,7 @@
# Not sprite, TAG. If you have a sprite like "olivia neutral" and you use a show statement like "show olivia" then the attributes
# in the root of the layeredimage get applied no matter what, even if you're just using it to change unrelated transform properties.
# THE BELOW INFORMATION PROBABLY IS WRONG, IT'S JUST RENPY DECIDING THAT 'None' IS A VALID INPUT TO PUT INTO ROTATIONS AND MAKES THINGS FUNKY. SEE TO THIS LATER.
# Due to the use of offset, rotations also become dumb. I guess the offset gets unapplied as soon as you mess with rotation, so you have to re-apply them.
# Probably has something to do with layeredimages and reapplying properties when called with the show statement now matter what
#
@@ -37,6 +38,7 @@ layeredimage inco:
xanchor 0.5
# This prevents overlapping transluscent layers being visible, making sure the sprite look like it's just one sprite.
# Possible downside is it eats up performance, possibly CPU and/or GPU. It's basically placebo in normal circumstances, but something to keep in mind.
# Actual downside is that calling this sprite in ATL distorts it, so only sprites that aren't meshed work I believe. Not a huge loss but very inconvenient.
# TODO: Consider turning off mesh rendering on sprites for mobile ports.
mesh True