Can you be bothered to look into this at the least:
I'm usig dfhack-stonesense for 34.07 to test stuff in.
At start-up: 550 mb of ram being used.
Open Stonesense once: 737 mb
Close stonesense accidentally because I was trying to move the window(I also have the 'stonesense won't properly appear on screen' bug)
Open Stonesense the second time: over a 1000 mb, and everything's slow as molasses..
Close stonesense the second time: 868mb in use.
Open stonesense third time: 1.153 mb, still slow as molasses.
close stonesense third time: 1.009mb in use.
I know from previous tries that the first time everything's as smooth as it should be, but afterwards things slow down incredibly.
I mostly find these things because I'm too lazy to edit the init to set it to debug. >_>
Now a bit more of a general question:
Blending modes test.
The lowest row is greyscale pictures.
The middle row is greyscale pictures in multiply blending mode against a red background. This is how stonesense currently recolours stuff.
The third row is greyscale pictures in multiply blending against a red background. And then on top there's another layer of greyscale pictures with a addition blending mode overlaid on the first set.
As you can see, the last row does include highlights, but due to the way blending works it mixed the white and black and red into a greish pink.
there's a third option, but that requires a seperate sprite for all the highlights and all the shadows. It doesn't need blending modes from what I can tell though.
Actually, regarding that last one: Japa, is it possible to set sub-material colours? So that you could say 'material clay has this colour, and this colour of the highlights and this colour of the shadows'?
So: Color="material" and Colour="material_shadow" Colour="material_highlights"?
Because then we shouldn't strictly need to make all stonesets unique due to colour-restrainst.
We could use blending modes to colour the highlight-layer with "material_highlights" and the shadow layer with "material_shadow", then we use them as subsprites on a material colour main sprite.
The spritesheet would look something like this though: