Render Texture Save to file
Cocos
JUNE 8, 2023
docs.cocos.com CocosCreatorAPI Description
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Logic Simplified
FEBRUARY 25, 2024
For interior scenes and close-up exteriors in architecture, Lumen is highly effective and makes rendering easy, comfortable, and quick and offers the highest quality at the same time. One of the reasons is its physically based rendering material system and importing pipeline that makes importing models and projects into Unreal Engine easy.
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Nvidia
NOVEMBER 8, 2021
Deserted house in the night, rendered In RedShift. The payload registers are the mechanism NVIDIA OptiX offers for passing arbitrary data along with a ray, from the caller that traces a ray, and back. The new payload size provides a greater variety of applications to be able to take advantage of using only registers for passing data.
Cocos
JULY 18, 2023
I’ve posted this similar stack overflow post: tiled - Loading and rendering a Tilemap TMX using Cocos2d-x v4 C++ - Stack Overflow In short, I have a very simple test scene in C++ Cocos2d-x-4 that is loading a tmx file generated from Tiled. > <map version="1.10" tiledversion="1.10.1" xml version="1.0" encoding="UTF-8"?>
Mircosoft Game Dev
DECEMBER 9, 2022
Import: Fix swapped color channels in ETC1/ETC2 textures, etcpak expects BGRA data ( GH-69448 ). Rendering: Use circular fade instead of linear fade for distance fade ( GH-50294 ). Rendering: Tweak shadow bias defaults for DirectionalLight3D and OmniLight3D ( GH-55757 ). GUI: Use system fonts as fallback ( GH-68995 ).
CG Spectrum
FEBRUARY 1, 2023
Not only does LOD support faster rendering, it does so in a way that doesn't negatively impact the visual quality of an asset. Level of detail (LOD) refers to the level of complexity in a 3D-generated model and is primarily used in real-time rendering for video games and interactive tools. will be required.
Cocos
MAY 9, 2023
ENGINE Features ● Custom Render Pipeline based on Render Graph supports for GLES backend ● Deprecated interfaces, such as addRasterView, addComputeView, etc., 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.
Logic Simplified
APRIL 1, 2024
UE5’s features and functionality have further expanded to include experimental new features for rendering, animation and simulation. Data Protection An important factor to consider when looking for a game development company is data protection. Look for one that cares about your data security and intellectual property.
Cocos
JUNE 14, 2023
Analysis The whole effect can be split into two parts, one for the simulation of the mesh and one for the rendering of the mesh. Rendering is even more straightforward, just use the Graphic component and draw lines directly. Combined with the knowledge of the rendering, the texture is actually very close to the rendering vertex data.
Ask a Game Dev
MARCH 17, 2023
A graphics programmer might not play a lot of games, but we’re not paying her for her gaming knowledge - we’re paying her to improve the game’s frame rate and rendering capabilities. A server programmer makes sure that the data is stored and recalled correctly between the player’s sessions.
iXie gaming
OCTOBER 10, 2023
Well, such glitches stem from various problems, such as: Corrupted game data Memory leaks, and Improperly handled exceptions. Save File Corruption Imagine playing your game and later finding that your progress or data wasn’t saved. Always ensure that saving and loading game progress works correctly to prevent data loss.
Nvidia
MAY 17, 2023
Resource allocation and destruction Creating and destroying buffers, textures, and shaders is fundamental to efficient computer graphics. Recommended Use a dedicated thread for resource creation to avoid hidden OS costs and blocking frame rendering, as this can result in costly OS paging work.
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).
The Liquid Fire
NOVEMBER 9, 2023
For Renderer, I chose Forward+ because I think it is somewhere between URP and HDRP. We’re also not bound to using the Resources folder like we are in Unity, so I’m going to use the folder “Data” instead since that makes more sense to me. For now, we’ll create the textures for the 3d objects.
Febucci
MAY 14, 2022
Render the components that are present in the Volume Manager stack. ??? The custom system needs: A volume component for every custom post processing effect we want, which will simply hold variables data (like “intensity”). A custom renderer feature, which will be added to camera’s URP renderer and render our pass.
Mircosoft Game Dev
DECEMBER 9, 2022
Import: Fix swapped color channels in ETC1/ETC2 textures, etcpak expects BGRA data ( GH-69448 ). Rendering: Use circular fade instead of linear fade for distance fade ( GH-50294 ). Rendering: Tweak shadow bias defaults for DirectionalLight3D and OmniLight3D ( GH-55757 ). GUI: Use system fonts as fallback ( GH-68995 ).
Mircosoft Game Dev
FEBRUARY 3, 2022
GUI: Fix RichTextLabel underline prevents strikethrough from rendering ( GH-56686 ). GUI: Fix TextureButton focus texture logic ( GH-56472 ). Import: Fix glTF scene export crash on null normal texture ( GH-56380 ). iOS: Fix export with manually specified signing/provisioning data ( GH-57203 ).
Mircosoft Game Dev
FEBRUARY 25, 2022
GUI: Fix RichTextLabel underline prevents strikethrough from rendering ( GH-56686 ). GUI: Fix TextureButton focus texture logic ( GH-56472 ). Import: Fix glTF scene export crash on null normal texture ( GH-56380 ). iOS: Fix export with manually specified signing/provisioning data ( GH-57203 ). Known incompatibilities.
Mircosoft Game Dev
FEBRUARY 17, 2022
GUI: Fix RichTextLabel underline prevents strikethrough from rendering ( GH-56686 ). GUI: Fix TextureButton focus texture logic ( GH-56472 ). Import: Fix glTF scene export crash on null normal texture ( GH-56380 ). iOS: Fix export with manually specified signing/provisioning data ( GH-57203 ). stable or since 3.4.3
Nvidia
NOVEMBER 7, 2022
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.
Mircosoft Game Dev
JANUARY 23, 2018
compatible rendering backend for Godot 3.1, The first month I spent on getting started and familiar with the rendering in Godot. Because I am still new to the rendering system in Godot, I might not be experienced enough to make good estimates of what can be achieved, but the rough roadmap looks like this. render meshes.
Mircosoft Game Dev
AUGUST 2, 2022
Android: Fix crash when trying to paste non-text data from clipboard ( GH-60563 ). Import: Fix glTF texture filename decoding ( GH-57685 ). Rendering: GLES2: Unpack blend shape arrays when necessary ( GH-60829 ). Rendering: GLES3: Unbind vertex buffer before calculating blend shapes ( GH-60832 ). When upgrading to 3.4.5
Mircosoft Game Dev
JULY 19, 2022
Android: Fix crash when trying to paste non-text data from clipboard ( GH-60563 ). Import: Fix glTF texture filename decoding ( GH-57685 ). Rendering: GLES2: Unpack blend shape arrays when necessary ( GH-60829 ). Rendering: GLES3: Unbind vertex buffer before calculating blend shapes ( GH-60832 ). When upgrading to 3.4.5
Cocos
FEBRUARY 16, 2023
(engine#14218) [XR] AR engine module update Fix shadowmap lowp with huawei and reflection probe brightness (engine#14058) Fix shader compilation error with the new version of lightmap (engine#14071) Fix unsynchronized model data issue when adding lod levels dynamically (engine#14054) Fix the issue that lod is not working properly when forced to use (..)
Mircosoft Game Dev
SEPTEMBER 21, 2016
One of the early built-in types in Godot is Image, which is like a Vector, but with a little more information related to image data (such as width, height, format and whether or not it has mipmaps). Back then Godot (or what little was of it) ran on the Nintendo DS and Sony PSP, so indexed texture compression was the most common!
Mircosoft Game Dev
MARCH 21, 2018
This time with the early beginnings of 3D rendering in GLES2 and some GDNative ecosystem updates. 2D rendering stabilized. 2D rendering stabilized. The drawing to the window happens by using a viewport as a texture and then displaying that in the correct position in the window. Introduction. Done February 2018.
Mircosoft Game Dev
JULY 27, 2021
Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Rendering: Fixes depth sorting of meshes with transparent textures ( GH-50721 ). Rendering: Add soft shadows to the CPU lightmapper ( GH-50184 ). Rendering: Add soft shadows to the CPU lightmapper ( GH-50184 ). Note that some of the changes in 3.4
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
AUGUST 19, 2021
Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Rendering: Fixes depth sorting of meshes with transparent textures ( GH-50721 ). Rendering: Add soft shadows to the CPU lightmapper ( GH-50184 ). Rendering: Import option to split vertex buffer stream in positions and attributes ( GH-46574 ).
Ask a Game Dev
JULY 11, 2023
The way that all of the customizable character data is stored isn’t actually a body at all, but a common default mesh with offsets for each adjustible value. The engine gives the thumbs up and the model with those values gets rendered. There are two main issues with visualization when it comes to adjustible meshes (the “body sliders”).
Mircosoft Game Dev
DECEMBER 13, 2017
The newly added VR support also suffers with GIProbe, as it has to render in very high resolutions. 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. How do I use it?
Game Errors
NOVEMBER 22, 2023
This often results in low FPS and stuttering, as the system cannot process the game’s data quickly enough. This leads to a drop in FPS and stuttering, as your hardware struggles to render complex visuals or effects in real-time. Open Game Settings : Start Lethal Company and go to the settings menu, usually found in the main menu.
Mircosoft Game Dev
OCTOBER 21, 2020
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 ). Rendering: Add fast approximate antialiasing (FXAA) to Viewport ( GH-42006 ). zstd 1.4.5).
Mircosoft Game Dev
AUGUST 6, 2021
Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Rendering: Fixes depth sorting of meshes with transparent textures ( GH-50721 ). Rendering: Add soft shadows to the CPU lightmapper ( GH-50184 ). Rendering: Import option to split vertex buffer stream in positions and attributes ( GH-46574 ).
iXie gaming
JANUARY 11, 2023
Secondly, look up profiles on independent data-driven websites. Specialties: – 3D Modeling, Physically Based Rendering, 3D Animation, 3D Design, Architectural Visualization, 3D Presentations, 3D Art, 2D Art, 3D Printing, 3D Multiplication, Interactive Walkthroughs, 3D Content, 2D Animation, NFT, and Metaverse. Bon Art Studio.
Logic Simplified
OCTOBER 18, 2023
by referring to statistics like graphs, matrices, hypothesis testing, and other dry statistical data. Monetization Some of the popular methods of monetization include in-game ads, in-app purchases, paid games, rewarded video ads, data monetization, subscriptions, and player trading. Adding social elements.
Game Errors
NOVEMBER 24, 2023
Interesting Fact When Lethal Company gets stuck on the loading screen, it’s often a sign that the game is attempting to process and load more data than the computer’s current hardware can efficiently handle. In addition, some players got stuck on a white screen after entering the game.
Mircosoft Game Dev
NOVEMBER 27, 2020
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 ). Rendering: Add fast approximate antialiasing (FXAA) to Viewport ( GH-42006 ). tinyexr 1.0.0, zstd 1.4.5).
Mircosoft Game Dev
NOVEMBER 18, 2020
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 ). Rendering: Add fast approximate antialiasing (FXAA) to Viewport ( GH-42006 ). tinyexr 1.0.0, zstd 1.4.5).
Mircosoft Game Dev
JANUARY 28, 2021
New dynamic BVH for rendering and the GodotPhysics backends. If you experience a regression in either physics or rendering, you can try these Project Settings to revert back to the previous Octree-based approach and possibly fix the issue. GLES2: Fix glow on devices with only 8 texture slots ( GH-42446 ). New CPU lightmapper.
Nvidia
APRIL 14, 2021
RTXDI makes this possible while rendering in real time. Reflex Reflex SDK allows developers to implement a low latency mode that aligns game engine work to complete just-in-time for rendering, eliminating GPU render queue and reducing CPU back pressure. Texture Tools Exporter Version 2021.1.1 Times Square billboards.
Mircosoft Game Dev
JANUARY 16, 2021
New dynamic BVH for rendering and the GodotPhysics backends, which should fix some issues and improve performance significantly in games using a high number of dynamic objects. In this beta, the dynamic BVH is the default option for both physics and rendering. New dynamic BVH for rendering and the GodotPhysics backends (new in beta 6).
DameDev.tv
MARCH 7, 2023
In today's post, I'd like to show you how to retrieve an image provided by The Art Institute of Chicago via its public API , how to create a texture from this image, and how to feed this texture to a material and render it on a plane accompanied by a floating text with title, name of the artist and some other details.
Cocos
MAY 14, 2023
This article will delve into the principles, implementation details, common issues and solutions, memory overhead, and compatibility of the Deferred Rendering technique. The rendering stages involved in Deferred Rendering. The problems that are solved by Deferred Rendering. Solution for transparent object rendering.
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