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How to get an array of pixel colors from an image?

Cocos

I’m trying to make an effect of pixels appearing with transparency and sequence (first the “darkest” then the rest of the pixels). I want to achieve the effect - “so that the pixels, like water, fill the empty mouth of the river.” But I couldn’t get the array of pixel colors. I’m here to get any help.

Pixel 52
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[Tutorial]Outer Stroke Effect for 2D Sprites

Cocos

Principle Since it’s an outer stroke, it doesn’t occupy the pixels of the original image to draw the edges. Remember the previous article, where we used the image’s Alpha to find edges, determining whether there were pixels with Alpha of 0 around the image. First, we get the uv of the surrounding pixel through the offset uv.

Sprite 52
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Unlocking GPU Intrinsics in HLSL

Nvidia

For example, a shader can use warp shuffle instructions to exchange data between threads in a warp without going through shared memory, which is especially valuable in pixel shaders where there is no shared memory. Or a shader can perform atomic additions on half-precision floating-point numbers in global memory.

Shaders 52
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[Share] 2D Post-Processing & Lighting Framework

Cocos

Taking inspiration from community experts @gamemcu and @iwae for the ultimate solution, we can use code to directly display the post-processed RT rendered by the camera onto the final window. Since we create a rectangle rendered at the top layer through code, users(who use this solution) won’t notice it, making it both elegant and convenient.

Render 52
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GLES2 and GDNative, progress report #1

Mircosoft Game Dev

Since I want to be able to help out with more rendering related tasks in the future, in places where existing code could be re-used, I am rewriting those parts myself to get a better understanding of the code. implement basic texture loading. generate C++ classes for GLSL shaders at compile time. code as well as the 2.1

Shaders 52
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Vulkan progress report #1

Mircosoft Game Dev

What used to be a few lines of OpenGL/GLX code is a large amount of Vulkan extension code to handle initialization and creation of rendering surfaces. The new RenderingDevice API allows to do all of this, or even completely override Godot's rendering code in order to create your own. flags on imported textures.

Render 52
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GLES2 and GDNative, progress report #6

Mircosoft Game Dev

This is a screenshot that displays the object-space position of each pixel as the color. That was fixed by reflecting the view-vector with the normal of the current pixel. A mipmap is a smaller version of the original texture, usually filtered in a special way to make them look nicer when they are viewed from an angle or far away.

Pixel 52