10-18-2018, 11:34 PM
I Richard!
I'm glad to see you're still playing with it.
Since you started evaluating it, one new feature I added is the use of multiple engine contexts: it is not a singleton anymore. It uses a global "set current context" mechanism (just like OpenGL). For backwards compatibility, this mechanism is transparent if you just creare one instance: the first created instance is selected as the current context by default. But you can create more instances and select between them:
http://www.tilengine.org/doc/_tilengine_...ff340e2e08
What is not instantiable (yet) is the built-in window, but this is not a problem in you case because you're using your own renderer. The bindings aren't yet updated either. I've separated the bindings to have their own projects/repositories on GitHub. I recommend you to read the new in the facebook page (my official channel news) and upgrade to the latest version.
Let me know about your test in Unity!
I'm glad to see you're still playing with it.
Since you started evaluating it, one new feature I added is the use of multiple engine contexts: it is not a singleton anymore. It uses a global "set current context" mechanism (just like OpenGL). For backwards compatibility, this mechanism is transparent if you just creare one instance: the first created instance is selected as the current context by default. But you can create more instances and select between them:
http://www.tilengine.org/doc/_tilengine_...ff340e2e08
Code:
TLN_Engine instance1 = TLN_Init(480, 240, 2,8, 0); /* instance 1 */
TLN_Engine instance2 = TLN_Init(360, 160, 1,8, 0); /* instance 2 */
/* do stuff on instance 1: */
TLN_SetContext(instance1);
/* ... do your stuff with regular TLN_ functions */
/* do stuff on instance 2: */
TLN_SetContext(instance2);
/* ... do your stuff with regular TLN_ functions */
/* release */
TLN_DeleteContext(instance1);
TLN_DeleteContext(instance2);
What is not instantiable (yet) is the built-in window, but this is not a problem in you case because you're using your own renderer. The bindings aren't yet updated either. I've separated the bindings to have their own projects/repositories on GitHub. I recommend you to read the new in the facebook page (my official channel news) and upgrade to the latest version.
Let me know about your test in Unity!