12-09-2020, 03:29 AM
Hi!
Raster effect is a global frame feature, that's why you can't have one for each layer. However, you can modify any layer or sprite parameters inside the same callback. That's what the example shooter.c does. It's a bit complicated, but you can see that the raster callback operates heavily on both background layers to simulate depth and enhance parallaxing:
https://github.com/megamarc/Tilengine/bl...ter.c#L208
Are you using Tilengine.h from release 2.8.5? In order to give advice on crashes, you should attach all your development project inside a zip and post it here: dlls, executable, classes, graphic assets... anything needed to run and reproduce the issue. Runtime crashes are often caused by inconsistences on the environment.
I have intention to remove the complex TLN_EnableCRTEffect() function and simplify it on a basic enable/disable on future releases, so don't bother with it either...
Raster effect is a global frame feature, that's why you can't have one for each layer. However, you can modify any layer or sprite parameters inside the same callback. That's what the example shooter.c does. It's a bit complicated, but you can see that the raster callback operates heavily on both background layers to simulate depth and enhance parallaxing:
https://github.com/megamarc/Tilengine/bl...ter.c#L208
Are you using Tilengine.h from release 2.8.5? In order to give advice on crashes, you should attach all your development project inside a zip and post it here: dlls, executable, classes, graphic assets... anything needed to run and reproduce the issue. Runtime crashes are often caused by inconsistences on the environment.
I have intention to remove the complex TLN_EnableCRTEffect() function and simplify it on a basic enable/disable on future releases, so don't bother with it either...