{"action":"created","issue":{"url":"https://api.github.com/repos/Secretchronicles/TSC/issues/149","labels_url":"https://api.github.com/repos/Secretchronicles/TSC/issues/149/labels{/name}","comments_url":"https://api.github.com/repos/Secretchronicles/TSC/issues/149/comments","events_url":"https://api.github.com/repos/Secretchronicles/TSC/issues/149/events","html_url":"https://github.com/Secretchronicles/TSC/issues/149","id":39915978,"number":149,"title":"Tiles in Editor are not Mirrored Properly","user":{"login":"DarkAceZ","id":512326,"avatar_url":"https://avatars.githubusercontent.com/u/512326?v=3","gravatar_id":"","url":"https://api.github.com/users/DarkAceZ","html_url":"https://github.com/DarkAceZ","followers_url":"https://api.github.com/users/DarkAceZ/followers","following_url":"https://api.github.com/users/DarkAceZ/following{/other_user}","gists_url":"https://api.github.com/users/DarkAceZ/gists{/gist_id}","starred_url":"https://api.github.com/users/DarkAceZ/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/DarkAceZ/subscriptions","organizations_url":"https://api.github.com/users/DarkAceZ/orgs","repos_url":"https://api.github.com/users/DarkAceZ/repos","events_url":"https://api.github.com/users/DarkAceZ/events{/privacy}","received_events_url":"https://api.github.com/users/DarkAceZ/received_events","type":"User","site_admin":false},"labels":[{"url":"https://api.github.com/repos/Secretchronicles/TSC/labels/Bug","name":"Bug","color":"fc2929"}],"state":"open","locked":false,"assignee":null,"milestone":null,"comments":58,"created_at":"2014-08-10T20:30:50Z","updated_at":"2015-02-14T17:03:40Z","closed_at":null,"body":"![smc-mirror fail](https://cloud.githubusercontent.com/assets/512326/3870409/1041c0c4-20cd-11e4-96be-f45b78ec5b18.png)\r\n\r\nI kind of thought I already reported this, but it's possible it wasn't here on the tracker, so here you are.\r\nWhen you drag them off of the sidebar, they are mirrored correctly. It's kind of confusing."},"comment":{"url":"https://api.github.com/repos/Secretchronicles/TSC/issues/comments/74382875","html_url":"https://github.com/Secretchronicles/TSC/issues/149#issuecomment-74382875","issue_url":"https://api.github.com/repos/Secretchronicles/TSC/issues/149","id":74382875,"user":{"login":"brianvanderburg2","id":2142408,"avatar_url":"https://avatars.githubusercontent.com/u/2142408?v=3","gravatar_id":"","url":"https://api.github.com/users/brianvanderburg2","html_url":"https://github.com/brianvanderburg2","followers_url":"https://api.github.com/users/brianvanderburg2/followers","following_url":"https://api.github.com/users/brianvanderburg2/following{/other_user}","gists_url":"https://api.github.com/users/brianvanderburg2/gists{/gist_id}","starred_url":"https://api.github.com/users/brianvanderburg2/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/brianvanderburg2/subscriptions","organizations_url":"https://api.github.com/users/brianvanderburg2/orgs","repos_url":"https://api.github.com/users/brianvanderburg2/repos","events_url":"https://api.github.com/users/brianvanderburg2/events{/privacy}","received_events_url":"https://api.github.com/users/brianvanderburg2/received_events","type":"User","site_admin":false},"created_at":"2015-02-14T17:03:40Z","updated_at":"2015-02-14T17:03:40Z","body":"I've only read a little about the changes in OpenGL.  It doesn't seem to complicated directly, but would require an overhaul of any code (however I know very very little about OpenGL).\r\n\r\nDrawing a tile would seem to consist of:\r\n* Binding the texture\r\n* Setting the vertex/texture/normal arrays\r\n* Use glLoadMatrixf to load any custom transforms (instead of glTranslate/glRotate/etc)\r\n    * This may allow using the exact VBOs for each tile, and just use a different matrix to move it to the correct position\r\n    * However, it may be cheaper (in terms of time), to update the VBO each time with the correct coordinates instead of using a matrix (however, a matrix would be required for rotations)\r\n* Draw (glDrawElements)\r\n\r\nDocumentation I've read indicates that binding a texture can be an expensive operation.  However, I imagine that is more important toward intense 3D graphics (where a single texture may be bound for a model, then draw 10 thousands or more triangles for the model).  Anyway, due to the tiled nature of this game, I don't see any way around binding a different texture each time an object is drawn.  Again, I have no clue what I'm talking about.\r\n"}}