[x] better (cleaner) json handling [x] pass parser as pointer everywhere [x] cleanup visualizer code [ ] seperate program to extract scene.pkg [ ] gifs - https://github.com/notscuffed/repkg/blob/master/RePKG.Application/Texture/TexFrameInfoContainerReader.cs [ ] RG88 & R8 textures - i think it works need to test more [ ] Re-think parse/load stage, parse stage could possibly be 1 stage where textures and framebuffers, generate itermediate objects then "load" could simply load and map the resources either to the itermediate objects or something else. - We already know when a single pass is generated so we could just transfer that logic to only the parse step - The intermediate objects should probably store the resource Broken: [ ] ./mauri ../../../c/workshop_wallpapers/1703298496/scene.pkg - xray only works in the middle [ ] ./mauri ../../../c/workshop_wallpapers/2216609166/scene.pkg - left side not draw? [ ] ./mauri ../../../c/workshop_wallpapers/1938288759/scene.pkg - visualizer not drawn correctly [ ] ./mauri ../../../c/workshop_wallpapers/1778616550/scene.pkg - first object has different blendmode, so we need to handle "combine" passes differently. The final pass should draw to the objects framebuffer as well as to the combine buffer, but using the "passthroughblend" shader. [X] ./mauri ../../../c/workshop_wallpapers/2008251577/scene.pkg - effect doesnt draw correctly - It was because of incorrect GL_TEXTURE_WRAP [ ] if version 2 is defined as a combo, g_Alpha and g_Color need to be set from the object visible should be a draw time check not handled when parsing [ ] mouse paralax [ ] camera shake // long term [ ] separate gui and engine in mauri - engine should be a shared library - there should be a cli interface along with gui [ ] javascript scripting [ ] particles