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Cocos Shader Tutorial 1.0 - about UV

Cocos

The vertical axes of textures and picture pixels is shown above, when sampling textures in shaders, that is from top to bottom, which is top-right corner. This is consistent with how most image file formats store pixel data, and with how most graphics APIs work (including DirectX, Vulkan, Metal, WebGPU, but not OpenGL).

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[Share] 2D Post-Processing & Lighting Framework

Cocos

The most commonly used method involves rendering the camera to a RenderTexture (RT) and then displaying it on a Sprite. Add a Post-Processing Shader precision highp float; #include <pp-shared-ubos> in vec2 v_uv; uniform sampler2D mainTexture; #pragma define intensity matParams.x

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GLES2 and GDNative, progress report #4

Mircosoft Game Dev

basics for skeletal animations. finish up skeletal animations (- blend shapes). Yes, some more invalid OpenGL state was fixed and a first attempt to get spatial shaders working and then this could be seen. UBOs are chunks of memory that contain data that is available "globally" and immutably in every shader stage.

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Getting started with HaxeFlixel in 2021

Radiator Blog

The engine should be able to render and simulate 200+ lightweight game objects -- frame-animated sprites with simple collision, no fancy physics or shaders. I have to pay to use more than 1 font, or make an animation more than 5 seconds long? (Reminder: for iOS, that means WebGL 1.0 and no WASM.) I didn't try to find out.

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