Apply color to sprite according to mask
- Dominant language
- Rust
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- 3d 22h
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Description
## What problem does this solve or what need does it fill?
Selectively coloring some parts of sprites is a common trick: this is commonly used for designating teams, or doing very simple recolors.
## What solution would you like?
Add a `color_mask: Option>` field to `Sprite`, where `Mask` is some sort of geometric overlay that designates which areas to include or exclude.
## What alternative(s) have you considered?
Use two sprites, bound together using parent-child, and then rely on layering to achieve the desired effect. This is fragile, a little silly, and will likely have higher runtime costs.
Use a general-purpose decal solution.
Split the mask into its own component? This seems less ideal: it wouldn't have a meaning on its own.
Store the mask directly on the Sprite component: this is wasteful overhead in a performance sensitive area: generally this will be reused aggressively.
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Assessment
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