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Implement Drawable Textures godotengine/godot-proposals#7379. If I have understood correctly, this solution would be great for layer blending, layer FX and maybe even GPU-based brushes, without having to resort to compute shaders which are not available in the Compatibility renderer.
A way to add maximum memory to the UndoRedo system.
Alternatively, C# support for all platforms and better integration in the engine (no external text editor needed, no dedicated mono version needed) would allow us to use C# for certain algorithms to make them run faster.
ThorVG wishlist:
ThorVG is the library that Godot uses to render SVG images. We can utilize the power of it, along with Image.load_svg_from_string() to create vector layers, without us having to create any rendering code. We only need two things:
Expose Geometry2D.bresenham_line() method godotengine/godot#74714. We have re-implemented Bresenham's line algorithm in GDScript since the early days of Pixelorama, but this exposed method would be running in native C++ code, which would result in a performance boost. And I'd never say no to reducing our lines of code even more!
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This is a list of features and fixes that Pixelorama would benefit from, and we are waiting from Godot.
Would be very helpful to have:
clipboard_has/get_image()
methods are nice, but not much of a use to us without a way to set an image to the clipboard.ThorVG wishlist:
ThorVG is the library that Godot uses to render SVG images. We can utilize the power of it, along with Image.load_svg_from_string() to create vector layers, without us having to create any rendering code. We only need two things:
shape-rendering="crispEdges"
to disable anti-aliasing in shapes thorvg/thorvg#1869. This is necessary for pixel art, as most of the time anti-aliasing on shapes is not desired.Would be nice to have but not so important (stuff that we can do ourselves easily):
Geometry2D.bresenham_line()
method godotengine/godot#74714. We have re-implemented Bresenham's line algorithm in GDScript since the early days of Pixelorama, but this exposed method would be running in native C++ code, which would result in a performance boost. And I'd never say no to reducing our lines of code even more!is_equal_approx()
andis_zero_approx()
godotengine/godot-proposals#4425. Should allow for configurable color comparison (similarity option) for the Bucket tool's "Similar area" fill option.Beta Was this translation helpful? Give feedback.
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