Remove Data Remove Debug Remove Shaders Remove Texture
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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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Dev snapshot: Godot 4.4 beta 1

Mircosoft Game Dev

Breaking changes Animation Audio C# Core Editor GDScript Import Input Physics Platforms Rendering and shaders XR New in Beta 1! Most importantly, if the game crashes for any reason, the editor does not crash at the same time (which could cause data loss). Highlights Many features originally intended for 4.3 ended up making it into 4.4

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Migrating from Range Profiler to GPU Trace in Nsight Graphics

Nvidia

Where can I find each piece of data, previously shown in the Range Profiler? Initial Connect to process dialog box, per activity Data collection Here are the previous steps for viewing profiling data with the Range Profiler: Press F11 in the application, or choose Capture for Live Analysis in the UI.

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Realistic Lighting in Justice with Mesh Shading

Nvidia

Recently, NetEase introduced Mesh Shader support to Justice. Soon we found we can combine Mesh Shaders with auto-generated LODs to achieve almost only-resolution-relevant rendering complexity, instead of polygon number. With so much potential of Mesh Shader, we conceive that it would be the main stream of future games.

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Cocos Creator 3.7.2 Focuses On Optimized Rendering And Lighting Capabilities

Cocos

Engine • Added DebugView at runtime UI control rendering debugging function. See the documentation “Render Debugging - Run Time Using Render debugging”: [link] • When the node animates, add the tween ‘destroySelf’ method to destroy the front nodal point. New and standard-material will default to Surface Shader.

Render 52
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Differentiable Slang: Example Applications

Nvidia

Differentiable Slang easily integrates with existing codebases—from Python, PyTorch, and CUDA to HLSL—to aid multiple computer graphics tasks and enable novel data-driven and neural research. Rendering is highly nonlinear, so linear operations on texture maps do not produce the correct linearly changing appearance.

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GLES2 and GDNative, progress report #2

Mircosoft Game Dev

Apart from that, the month was mostly spent on implementing more 2D items in the renderer as well as working on getting custom shaders running. start work on shader compiler. implement more shader features. implement more shader features. The fragment shader then calculates the associated UV coordinate for each fragment.

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