Open
Description
Pretty much all uses of wrapping code are different and also mostly broken in a number of different places:
- Terrain objects don't wrap across xy wrapped corners (inconsistently as well between objects, some miss one corner, sometimes there's just one corner), and sometimes don't wrap on y wrapping edges
- Nothing behaves correctly on very small scenes (MOs draw at most 3 times, though sometimes 4, primitives draw at most 2 times)
- Primitives wrapping is just a menace (fixed in gpu-primitives)
- SceneEditors also implement their own thing, that doesn't wrap y, and definitely not xy
- GUIs/HUD don't wrap at all mostly (it's a miracle they work across seams at all)
Proposing to just not handle wrapping in the individual draw code at all and instead just calling draws as many times as needed to tile the scene into the screen, meaning things just draw at their scene coordinates (prevents overdraw on seams)