Well, Harri, to expand on this further, they added 3 checkboxes to sprites and backgrounds, and they are...
Tile Horizontally: [ ]
Tile Vertically : [ ]
Used for 3D: [ ]
My intention is to completely disregard all of this. Anytime draw_sprite() draw_background() draw_text() or other 2D functions are called they are batched into your global VBO which automatically forces clamping, as I have added in this commit.
https://github.com/enigma-dev/enigma-dev/pull/384Because it was causing a green 1 px border around the gun sprite in the FPS tutorial. All I do is memorize the state of texture repetition and then restore it afterwards, I added the same code for Direct3D but I don't think its needed because I believe their sprite batcher I am using also forces texture clamping. I am not about to go clusterfucking the IDE with useless options, if somebody wants texture repetition for 2D they'd have to use draw_primitive() anyway.
But at any rate Harri, everything is good for OpenGL 3 and Direct3D 9, to fix it in OpenGL 1, the solution is simple, and what I would prefer, I would like you to move your 2D batcher over there and switch it to use Vertex Arrays instead since they are OGL 1.1 and polygonz can at least use them. I don't want anything of the immediate mode glBegin()/End() stuff in our code.
But yes, I am not sure if the 1px padding of font glyphs should be done by ENIGMA or the IDE, what do you think Harri?