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Blending two image with opacity

Cocos

I can only think of using inverted sprite mask to cull things out. Is A2C is definitely not an option because the aliasing is caused by it, so you should keep blend on. There is no easy way for the effect you want to achieve, and it’s definitely obeying the purpose of blending. Test.zip (4.1

Culling 52
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Blending two image with opacity

Cocos

I can only think of using inverted sprite mask to cull things out. pandamicro: Is A2C is definitely not an option because the aliasing is caused by it, so you should keep blend on. There is no easy way for the effect you want to achieve, and it’s definitely obeying the purpose of blending. I will find more convenient solutions

Culling 52
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Dev snapshot: Godot 4.0 beta 11

Mircosoft Game Dev

This beta includes a few big changes which may interest a lot of users: Animated sprites, both 2D and 3D, now support options for more precise timing of individual frames ( GH-65609 ). Rendering: Visual instance layers are regarded during shadow culling ( GH-70638 ). XR: Various improvements to OpenXR extension wrappers ( GH-70694 ).

Beta 105
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Dev snapshot: Godot 4.0 beta 11

Mircosoft Game Dev

This beta includes a few big changes which may interest a lot of users: Animated sprites, both 2D and 3D, now support options for more precise timing of individual frames ( GH-65609 ). Rendering: Visual instance layers are regarded during shadow culling ( GH-70638 ). XR: Various improvements to OpenXR extension wrappers ( GH-70694 ).

Beta 81
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Full Unity 2D Game Tutorial 2019 – Making Mini Map Mask

Game Development

To do that we will edit the spaceship sprite by clicking on it in the project window. Then set the pixels per unit to 64 and click apply to update the sprites. Finally we update the culling mask and remove the default layer by clicking on it. This is only the images though, the colliders are still the normal size of 0.1.

Texture 52
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Maintenance release: Godot 3.2.2

Mircosoft Game Dev

This drastically reduces drawcall-related bottlenecks and can give massive gains in specific scenarios (drawing lots of sprites, big TileMaps, text rendering). Top: 10,000 Sprites with a randomized modulate and position. Bottom: 8 layers of a screen full of "A"s with two Sprites intermixed. Can you spot the difference?

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