Comments (1)
As I follow up I basically figured it out. I worked mostly on getting the verts into world space and then just passing null
to the collision check functions, but I think I now know enough where I could just pass them in directly via c2x.
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Related Issues (20)
- [cute_sound.h v2.x] Support multiple contexts. HOT 2
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- cute_aseprite.h - v1.3 Tilesets Discussion HOT 4
- cute_aseprite.h - Aseprite v1.3 property map support
- Cute_tiled "staggered" causes warning HOT 1
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- cute_sound 2.x has no equivalent of 1.x cs_stop_sound
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