RECT a; a.left = instance_nearest(x,y,0); a.left.speed = 5;
1) Yes, I was thinking about how it could be applied, but then I realized that doing so would completely alienate a useful function: GL_WRAP based tiling. Honestly, I'm not entirely positive how to justify a check for texbordx and y (As you mentioned) against 1 just to determine if tiling is possible... I've been giving it some thought, but I'm not yet confident enough to just go through with it.And where exactly we use GL_WRAP? That worked only with power of two textures anyways, and that's the reason why our tiling functions use for loops and quads. The pluses for this I think are many. In Mikes example they could reduce texture size from 28 512x512 to 17 512x512. For bigger games that would be a much larger gain. If we want to launch Enigma games on mobile devices, then this, sadly, is a must.