the imagebuttons are structured like this
Code: Select all
imagebutton:
idle actor.sprite
hover lit_up(actor.sprite)
#other attributes
It works well in gl1/angle1 renderer if the sprite is a raw image to begin with, but the problem is that we're also using Composite, which im.MatrixColor has a problem with for being displayables.
using ATL matrixcolor or feeding BrightnessMatrix into a Transform() displayable doesn't seem to work in gl1, in gl2 it works but we'd encounter this really strange lag on hover and any atl transitions of the sprites in the screen. Using Creator-Defined Displayables in gl2 also suffers from the same lag.
So my question is that is there a feasible fix or workaround for this?
Since ATL matrixcolor can pretty much achieves what we want with relative ease, but it is this lag that's preventing it from being a solid option.
(video for comparison)