Hello!
I was wondering if Tilengine has a layer masking feature similar to TLN_SetLayerClip, but where pixels would be clipped based on the assigned layer mask rather than rectangular bounds.
At a high level, I was thinking that any given layer could be assigned a "layer mask," and when drawing pixels, we could test against this assigned layer mask to see if the pixel should be drawn or not.
I'm working on adding shadows and overlay effects to my game, and many of the effects I'm considering would require masking parts of a layer to ensure they are drawn within the bounds of the sprites on the layer below.
Here is a video recording of the effects I am working with, I would essentially like to clip all of the shadows within the chessboard's bounds:
![[Image: 1PvlVcwXIKldUg3FLLSfFOkFqypwaABLq=w1000?authuser=0]](https://lh3.googleusercontent.com/d/1PvlVcwXIKldUg3FLLSfFOkFqypwaABLq=w1000?authuser=0)
Thank you!
I was wondering if Tilengine has a layer masking feature similar to TLN_SetLayerClip, but where pixels would be clipped based on the assigned layer mask rather than rectangular bounds.
At a high level, I was thinking that any given layer could be assigned a "layer mask," and when drawing pixels, we could test against this assigned layer mask to see if the pixel should be drawn or not.
I'm working on adding shadows and overlay effects to my game, and many of the effects I'm considering would require masking parts of a layer to ensure they are drawn within the bounds of the sprites on the layer below.
Here is a video recording of the effects I am working with, I would essentially like to clip all of the shadows within the chessboard's bounds:
Thank you!