Remove Baking Remove Data Remove Shaders Remove Texture
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Introducing the new "last minute" lightmapper

Mircosoft Game Dev

This generally works and looks pretty, but it's quite shader intensive, which makes it not work on mobile or low end GPUs. The solution to these problems is to add support for a more traditional lightmapper (pre-baked light texture). Light is precomputed offline and rendered to a texture, which is then used by the geometry.

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Cocos Creator 3.7.3 comes with an update to Cocos Effect

Cocos

Fixed bone animation texture size error on some platforms that don’t support float point texture format. Fixed Toon shader data issue on iOS Wechat. Fixed the issue of snapping a rotated, scaled node would cause problems in the scene editor ● Fixed the possible incorrect cache data when editing materials.

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Accelerating Load Times for DirectX Games and Apps with GDeflate for DirectStorage

Nvidia

GDeflate: An Open GPU Compression Standard GDeflate is a high-performance, scalable, GPU-optimized data compression scheme that can help applications make use of the sheer amount of data throughput available on modern NVMe devices. Data throughput of various data compressed formats compared to varying staging buffer sizes Figure 2.

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Cocos Creator 3.8 Post-Process Shader Writing (2/2) Advanced

Cocos

Preface In the last article , Kylin shared how to add your own post-effect Shader in the custom render pipeline in Cocos Creator 3.8. However, based on the BlitScreen solution, we can only write the simplest post-effect Shader. Today Kylin will use Gaussian blur to demonstrate how to write a multi-pass post-effect shader.

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Dev snapshot: Godot 3.2.4 beta 5

Mircosoft Game Dev

It also adds a much-requested minimap to GraphEdit , and thus to the VisualScript and Visual Shader editors. GLES2: Fix glow on devices with only 8 texture slots ( GH-42446 ). GLES2: Use separate texture unit for light_texture ( GH-42538 ). glTF: Fix parsing base64-encoded buffer and image data ( GH-42501 , GH-42504 ).

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Cocos Creator 3.7.2 Focuses On Optimized Rendering And Lighting Capabilities

Cocos

. • Fixed an issue where Mesh objects created through MeshUtils.createMesh caused data anomalies. Editor • Support baking high-precision lighting maps to get a better baking effect. When the user turns on high-precision lightmap baking, 16-bit colors are used instead of 8-bit colors, and AO channels are baked separately.

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Release candidate: Godot 3.4 RC 1

Mircosoft Game Dev

Rendering: Fixes depth sorting of meshes with transparent textures ( GH-50721 ). Shaders: Add support for structs and fragment-to-light varyings ( GH-48075 ). Android: Add basic user data backup option ( GH-49070 ). Android: Add support for prompting the user to retain app data on uninstall ( GH-51605 ).

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