Black screen on old devices cocos 2.4.11
Cocos
MARCH 25, 2024
Also, take a look at the sprite data of the images that are showing up black… are any of them abnormally large?
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Cocos
FEBRUARY 16, 2023
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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Cocos
JUNE 14, 2023
Combined with the knowledge of the rendering, the texture is actually very close to the rendering vertex data. If I can pass this texture in between the direct rendering, then I get a 2D real fabric. Everything depends only on custom vertex data. Similarly, soft bodies, jellies, bent ropes, hair, etc.,
iXie gaming
SEPTEMBER 8, 2023
Whether you’re looking for 3D structure, textures, patterns, animations, or even specific sounds, you can get them from Unity’s Asset Store. Pre-built dashboards and real-time data are some components that Unity’s analytics bring to the table. Seamless Debugging Debugging is a crucial part of mobile game development.
Mircosoft Game Dev
MAY 24, 2021
Games exported with a ZIP data package could also trigger a crash on exit. Editor: Fix editor crash when exporting profiler data ( GH-48917 ). when exiting a project running from a ZIP data pack. Import: Print a warning when importing a repeating NPOT texture in a GLES2 project ( GH-48817 ). like all future 3.3.x
Mircosoft Game Dev
OCTOBER 21, 2020
Core: Disable decayment of freed Objects to null in debug builds ( GH-41866 ). 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 ). CSG: Various bug fixes.
Mircosoft Game Dev
JULY 27, 2021
Rendering: Fixes depth sorting of meshes with transparent textures ( GH-50721 ). Android: Add basic user data backup option ( GH-49070 ). Editor: Fix logic for showing tilemap debug collision shapes ( GH-49075 ). Editor: Add custom debug shape thickness and color options to RayCast ( GH-49726 ).
Mircosoft Game Dev
AUGUST 19, 2021
Rendering: Fixes depth sorting of meshes with transparent textures ( GH-50721 ). Android: Add basic user data backup option ( GH-49070 ). Android: Add support for prompting the user to retain app data on uninstall ( GH-51605 ). Editor: Fix logic for showing tilemap debug collision shapes ( GH-49075 ).
Mircosoft Game Dev
AUGUST 6, 2021
Rendering: Fixes depth sorting of meshes with transparent textures ( GH-50721 ). Android: Add basic user data backup option ( GH-49070 ). Editor: Fix logic for showing tilemap debug collision shapes ( GH-49075 ). Editor: Add custom debug shape thickness and color options to RayCast ( GH-49726 ).
Mircosoft Game Dev
NOVEMBER 27, 2020
Core: Disable decayment of freed Objects to null in debug builds ( GH-41866 ). 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 ). CSG: Various bug fixes.
Mircosoft Game Dev
NOVEMBER 18, 2020
Core: Disable decayment of freed Objects to null in debug builds ( GH-41866 ). 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 ). CSG: Various bug fixes.
Nvidia
APRIL 14, 2021
Nsight Graphics Nsight Graphics is a standalone developer tool that enables you to debug, profile, and export frames built with DirectX12, Vulkan, OpenGL, and OpenVR. All of the powerful debugging and profiling features in Nsight Graphics are available for realtime ray tracing, which includes support for DXR and Vulkan Ray Tracing.
Mircosoft Game Dev
JANUARY 7, 2021
Core: Disable decayment of freed Objects to null in debug builds ( GH-41866 ). 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 ). CSG: Various bug fixes.
Mircosoft Game Dev
DECEMBER 11, 2020
Core: Disable decayment of freed Objects to null in debug builds ( GH-41866 ). 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 ). CSG: Various bug fixes.
Mircosoft Game Dev
MAY 12, 2016
Move export GUI debug toggle to export settings window. Fix to avoid video texture scaling. Keep editable instances data when replacing tree root node. Add preview of the Camera2D's screen boundaries. Allow dragging on only one (global) axis when holding down shift. More precise InputMap Axis descriptions in project settings.
Mircosoft Game Dev
JANUARY 28, 2021
Core: Disable decayment of freed Objects to null in debug builds ( GH-41866 ). 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 ).
Mircosoft Game Dev
MARCH 9, 2021
Thanks to all pre-release testers who help us find and debug regressions! Core: Disable decayment of freed Objects to null in debug builds ( GH-41866 ). GLES2: Fix glow on devices with only 8 texture slots ( GH-42446 ). GLES2: Use separate texture unit for light_texture ( GH-42538 ). stable soon™.
Mircosoft Game Dev
JANUARY 16, 2021
Core: Disable decayment of freed Objects to null in debug builds ( GH-41866 ). 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 ).
Mircosoft Game Dev
FEBRUARY 12, 2021
Core: Disable decayment of freed Objects to null in debug builds ( GH-41866 ). 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 ).
Nvidia
OCTOBER 22, 2023
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.
Nvidia
APRIL 20, 2023
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.
Mircosoft Game Dev
FEBRUARY 23, 2021
Core: Disable decayment of freed Objects to null in debug builds ( GH-41866 ). 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 ).
Cocos
MARCH 26, 2023
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. x users upgrade. Skip rendering when the UI element Opacity is 0.
Mircosoft Game Dev
MARCH 30, 2021
Core: Disable decayment of freed Objects to null in debug builds ( GH-41866 ). 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 ).
Mircosoft Game Dev
MARCH 19, 2021
Core: Disable decayment of freed Objects to null in debug builds ( GH-41866 ). 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 ).
Mircosoft Game Dev
JULY 17, 2019
We should theoretically support all publically available VCSs so that integrating them into Godot is much easier by just implementing an API correctly and not worrying about how the data should be displayed in the editor. Tasks planned that still remain are: Bug fixing and error debugging. Coming up next. What is next.
Cocos
AUGUST 16, 2023
The data for the node is stored in the context. passName : the name of the pass, easy for debugging. The RenderGraph used in the Cocos engine is data-driven, collects the required RT resources per frame, and manages them in a unified way. Conclusion The use of post-processing effects can significantly improve the image texture.
Mircosoft Game Dev
OCTOBER 19, 2021
Rendering: Fixes depth sorting of meshes with transparent textures ( GH-50721 ). Android: Add basic user data backup option ( GH-49070 ). Android: Add support for prompting the user to retain app data on uninstall ( GH-51605 ). Animation: Fix rendering centered odd-size texture for AnimatedSprite/AnimatedSprite3D ( GH-53052 ).
Mircosoft Game Dev
OCTOBER 6, 2021
Rendering: Fixes depth sorting of meshes with transparent textures ( GH-50721 ). Android: Add basic user data backup option ( GH-49070 ). Android: Add support for prompting the user to retain app data on uninstall ( GH-51605 ). Animation: Fix rendering centered odd-size texture for AnimatedSprite/AnimatedSprite3D ( GH-53052 ).
Mircosoft Game Dev
NOVEMBER 2, 2021
Rendering: Fixes depth sorting of meshes with transparent textures ( GH-50721 ). Android: Add basic user data backup option ( GH-49070 ). Android: Add support for prompting the user to retain app data on uninstall ( GH-51605 ). Animation: Fix rendering centered odd-size texture for AnimatedSprite/AnimatedSprite3D ( GH-53052 ).
Mircosoft Game Dev
OCTOBER 27, 2021
Rendering: Fixes depth sorting of meshes with transparent textures ( GH-50721 ). Android: Add basic user data backup option ( GH-49070 ). Android: Add support for prompting the user to retain app data on uninstall ( GH-51605 ). Animation: Fix rendering centered odd-size texture for AnimatedSprite/AnimatedSprite3D ( GH-53052 ).
Mircosoft Game Dev
SEPTEMBER 22, 2021
Rendering: Fixes depth sorting of meshes with transparent textures ( GH-50721 ). Android: Add basic user data backup option ( GH-49070 ). Android: Add support for prompting the user to retain app data on uninstall ( GH-51605 ). Core: Complain if casting a freed object in a debug session ( GH-51095 ).
Nvidia
MAY 21, 2021
While it can be achieved by culling and compacting with compute shader and then drawing indirect, the data exchange between the two-step process can sometimes be fatal to GPU under highpoly rendering context. With such detailed models, large texture resolution is a must. We will pay more attention to texture loading or streaming.
Mircosoft Game Dev
APRIL 12, 2021
TileMap can now display navigation regions as debugging information (it's hard to see on the picture here, as it's light green over green). Custom data. As it was quite a requested feature, TileSet now support custom data layers. As it was quite a requested feature, TileSet now support custom data layers.
Nvidia
OCTOBER 22, 2023
Bridging computer graphics and machine learning Data-driven rendering algorithms are changing computer graphics, enabling powerful new representations for shape , textures , volumetrics , materials , and post-processing algorithms that increase performance and image quality. Scalar C++ : For debugging.
Mircosoft Game Dev
FEBRUARY 12, 2018
class Simple : public godot::GodotScript { GODOT_CLASS(Simple) godot::String data; public: static void _register_methods() { godot::register_method("get_data", &Simple::get_data); } void _init() { data = "Hello World from C++"; } godot::String get_data() const { return data; } }; add line rendering.
Mircosoft Game Dev
JULY 18, 2019
Instead of computing the amount of light that reaches a certain surface every frame for every light source, we precompute all this information and store it in a single texture. The process of generating light map texture coordinates takes a while, and it was being triggered on every scene reimport. Introduction.
Mircosoft Game Dev
NOVEMBER 6, 2021
Such use-after-free access needs to be guarded with is_instance_valid(obj) , but this has been surprisingly difficult to get right due to a number of bugs and inconsistencies between debug and release builds. Fixes depth sorting of meshes with transparent textures ( GH-50721 ). and Godot 3.3. Lossless WebP encoding.
The Liquid Fire
APRIL 25, 2024
The best way to put grid lines on the ParentPanel would probably be through a texture, but we can simulate the same thing with a couple more objects. Next Create another child of ParentPanel of the type Label named “AnchorInfo” We’ll put some debug info in this to also aid in understanding what is going on.
Mircosoft Game Dev
SEPTEMBER 23, 2017
Retrieving data from VisualServer is slow, as it may need synchronization. At the end of the day, the use case where Vulkan and DirectX12 make the most sense is when you have hundreds of thousands of objects, which are all different (different geometry, textures, etc.), A very harcoded way of passing user data to shaders is often used.
Mircosoft Game Dev
JANUARY 29, 2020
2D: Pseudo 3D, Texture atlas, AStar2D. On the debugging front, our contributor Joan Fons Sanchez added a new network profiler , which will help you monitor the bandwidth usage of your game in real time. You will see the amount of uploaded and downloaded data per second, as well as an RPC counter. Graphics/Rendering improvements.
Mircosoft Game Dev
JULY 25, 2018
Textures, normal maps and some of the BSDF shaders are already well supported. Project: Support for WebRTC data channels both natively and in HTML5. WebRTC is peer-to-peer, meaning that data is transferred directly between two clients without having to go to a dedicated server. Running plugins on a different thread.
Nvidia
JULY 25, 2022
Reducing code and data divergence within hit shaders is helpful, especially with incoherent rays. Optimize access to material data. In any-hit shaders, optimal access to material data is often crucial. Load vertex indices, vertex data, and sample textures. Use NVIDIA Nsight Graphics for profiling and debugging.
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