function Node_Atlas_Draw(_x, _y, _group = noone) : Node(_x, _y, _group) constructor { name = "Draw Atlas"; previewable = true; inputs[| 0] = nodeValue("Dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, DEF_SURF) .setDisplay(VALUE_DISPLAY.vector); inputs[| 1] = nodeValue("Atlas", self, JUNCTION_CONNECT.input, VALUE_TYPE.atlas, noone) .setVisible(true, true); outputs[| 0] = nodeValue("Surface", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); attribute_interpolation(true); static update = function(frame = PROJECT.animator.current_frame) { var dim = inputs[| 0].getValue(); var atl = inputs[| 1].getValue(); if(atl == noone) return; if(is_array(atl) && array_length(atl) == 0) return; if(!is_array(atl)) atl = [ atl ]; var outSurf = outputs[| 0].getValue(); outSurf = surface_verify(outSurf, dim[0], dim[1]); outputs[| 0].setValue(outSurf); surface_set_shader(outSurf,,, BLEND.alpha); for( var i = 0, n = array_length(atl); i < n; i++ ) { shader_set_interpolation(atl[i].surface.get()) atl[i].draw(); } surface_reset_shader(); } }