xyz I cant do it that way... Just for the colors its an almost infinite number.
In the node plugIN "tileDraw" the tiles dont exists... They only exist when they are drawn on to editor.
For me... To do such a thing in a normal tileMap would be the same has having the same tilesheet 30x 50x times, for each 30x 50x diferent color.
I understand the way you are explaining... add an extra field in the dataBase, apart from "coords" , " img " , another for "color" , " shader " etc...
But its very limited... It leads to the same problem the tileMap in gd4 is having... And was having before when the flip/rotate was being added.
In my tileMap the tiles come from the image on the mouse icon ( that is an imageRegion, from the entire image on the dock ), once the user presses the mouse, the tiles are added/replace on the "Lnum" list and are drawn on the screen...
I cant have limitations, like make a normal tileMap and keep increasing the dictionary list, ( lets say that for example someone would want to add a water or ripple shader )
The plugIN that i have its working fine... The only thing missing is to add buttons to change the ( mouse icon image ) color/blur/pixelatte...etc...
The only problem iam having is giving the user the oportunity to copy an image region on to the mouse icon from the editor viewPort....
This is the only thing that is not working, and i cant get it... Other than that its works perfectly fine, and i bet that is much faster than the current gd4 tileMap... And any other tileMap ever made... Mine its not a tileMap, its TileDraw, its diferent... maybe i should name it "drawSquares" or "drawShapes" ?!?
Com'on i just need a way to get that thing that its on the editor viewport ( the image )