There's the mouse lock plugin that lets you get that info and fixes the cursor to the middle of the screen. Maybe you could try that?
Link updated
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The canvas plugin can only do the visual portion. Here's an old example:
Here's a rambling of how to split a polygon itself.
Then to actually change a collision polygon to do the physics there is this plugin:
I don't have a comprehensive example.
It's possible to slice up the image but we can't change the collision polygon.
If it works then it's fine. The image size is dependent on what graphics cards support, and newer cards support bigger image sizes as well as provide more video ram so even too many images is less of an issue.
link fixed
Links updated.
The capx's title "point in poly" are the keywords to find the stackoverflow page. But anyway I fixed the link.
You probably want to create the directory first, then the sub directory.
Sorry, I updated it after your post and neglected to reply.
I think I understand. Making the camera face the object head on should solve that, or maybe something else could be done with the matrices. At any rate the code i used would need to be tweaked.
The javascript call:
"updateTexture(0);"
is what affects the sprite with uid 0. You can change the 0 to any other uid.
It is rotating the object though. The camera angle could be changed to look straight on if that's what you mean?
I don't have any immediate plans to make a plugin out of this as it would become a lot less flexible to work with.
Currently it's probably pretty far from a final design.
A plugin would probably be the last step because that locks in a interface design and is more time consuming to develop from a few extra steps required.
The code is mostly just raw webgl so it's pretty low level. Which means I'd have to build some way to have animation support. Probably means I'd have to make a loader for some file format with animation information.
I'll just cross post this for now:
The approach is to render 3d with webgl to some other canvas and then copy it over to overwrite an object's existing texture. That's the cleanest way I've found so far to make it inline with other sprites.