- Edited
I am trying to take two image objects with different sets of data, and not merge them on top of each other, but actually add one image to the bottom of another image. (Think sprite sheet rows, and programmatically adding additional rows). I have been reading the GDScript docs on Image and Texture resources trying to find a way to work with image data but it seems to be mostly just a set of convenience functions. (I'm pretty new to Godot but not new to working with image data in C# for other game engines.)
This is all pre-processing so I don't really care if I end up with a very un-optimized solution. I can't even figure out how to just add empty pixels to the bottom of an image, resize function stretches the whole thing out. I'm mainly just setting up some super simple steps to process some non-uniform assets into a more manageable sprite and uniform sprite sheets so the animation code can be a bit simpler.
For example... some of the assets are symmetrical so they have X number of directional rows, expecting the code to flip the asset in the other direction, and other assets are non symmetrical so they have X+N number of rows to cover the additional directions... I am now working with really complicated logic in the animation code to say like "if symmetrical flip it, if not, run a different set of animation frames.. etc." In either case now I'm just really curious how to work directly with Image data so even if there is a better solutions I just want to learn how to get better at working with pixel data directly in GDScript (It doesn't seem this abstracted away in C#)