akgl_actor_render hard-codes SDL_FLIP_NONE, doubling the art cost of a side-on character
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Source: TODO.md, "Found while writing the manual" -> "Defects with no prior entry", item 9 (at
bbb7b8f)src/actor.c:283passesSDL_FLIP_NONEtodraw_textureunconditionally. Thereis no mirrored blit, so a side-on character needs both facings drawn in the
sheet.
That is why
docs/tutorials/assets/sidescroller/player.pngcarries six framesrather than three.
The actor already knows which way it is facing -- the facing bits are in
stateand the default
facefuncmaintains them -- so the information the blit needs issitting right there.
Related: actor rotation, filed separately, touches the same call and the same
decision about what
renderfuncis allowed to do.Files:
src/actor.c:283Filed by Tachikoma (Claude Code, Opus 5, 1M context)