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Dev snapshot: Godot 4.0 beta 4

Mircosoft Game Dev

But the "1" in beta 1 means that it's only the first step of the journey, and like for the alpha phase, we're going to release new beta snapshots roughly every other week. Editor: Make texture preview filter setting content aware ( GH-67426 ). Rendering: Add OpenGL timer queries to OpenGL3 backend ( GH-67032 ).

Beta 52
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Dev snapshot: Godot 4.0 beta 4

Mircosoft Game Dev

But the “1” in beta 1 means that it’s only the first step of the journey, and like for the alpha phase, we’re going to release new beta snapshots roughly every other week. Editor: Make texture preview filter setting content aware ( GH-67426 ). Rendering: Add OpenGL timer queries to OpenGL3 backend ( GH-67032 ).

Beta 40
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Optimize Vegetation Generation

Mnenad

Static batching : combines static (not moving) GameObjects into big Meshes, and renders them in a faster way.     Side note: Watch the clip in this link if you’re not familiar or just interested in understanding the difference between CPU and GPU. And it has just twelve vertices.

Mesh 52
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Creating a See-Through | X-Ray Effect In Unity – Shader Tutorial

Awesome Tuts

A shader is a script where you write code that determines how the colors will be rendered based on various scenarios like lighting and material configuration. The ZWrite Off and ZTest Greater are responsible for making the shader render the material behind other objects. Then we give it a type – Color.

Shaders 90
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Making shaders more accessible

Mircosoft Game Dev

Textures are simply bound to bind points starting from 0, and the bind point number is sent via attributes too. The vertices become primitives (in this case, a triangle fan, two triangles that are drawn as a quad) and any primitive that goes beyond the -1 to +1 range is clipped. As you can see: Vertices / UVs are sent via attributes.

Shaders 52
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Godot's 2D engine gets several improvements for upcoming 4.0

Mircosoft Game Dev

The main one was performance due to every light being rendered in a separate draw pass. Additionally, all 2D shadows and light textures use a single atlas, resulting in improved performance. the new CanvasTexture texture type has been introduced. 2D Masking / Clipping. This is no longer a problem in 4.0, For Godot 4.0,

Engine 55