How to create a texture?
Cocos
APRIL 22, 2024
As from the view data amplitudes:number[] = []; create a texture for uniform sampler2D soundTex; ? I want to send the texture to the shader mat.setProperty("soundTex", soundTex);```
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Cocos
APRIL 22, 2024
As from the view data amplitudes:number[] = []; create a texture for uniform sampler2D soundTex; ? I want to send the texture to the shader mat.setProperty("soundTex", soundTex);```
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
MAY 6, 2023
So they came and asked: How do I add a new Shader for the CRP? pipeline/passes :Related scripts pipeline/resources/effects :Related shaders pipeline/resources/materials :Related materials Pass Code Next, we’ll ignore all principles and details for now, quickly implement a grayscale effect, and grasp the workflow.
Cocos
MAY 6, 2023
So they came and asked: How do I add a new Shader for the CRP? pipeline/passes :Related scripts pipeline/resources/effects :Related shaders pipeline/resources/materials :Related materials Pass Code Next, we’ll ignore all principles and details for now, quickly implement a grayscale effect, and grasp the workflow.
Mircosoft Game Dev
DECEMBER 9, 2022
Import: Fix swapped color channels in ETC1/ETC2 textures, etcpak expects BGRA data ( GH-69448 ). Rendering: Implement CAMERA_VISIBLE_LAYERS as built-in shader variable ( GH-67387 ). Rendering: OpenGL: Use internal texture name when setting texture uniform location ( GH-69633 ). GH-68870 ).
Nvidia
NOVEMBER 21, 2023
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.
Nvidia
MAY 17, 2023
Resource allocation and destruction Creating and destroying buffers, textures, and shaders is fundamental to efficient computer graphics. Free threaded resource creation may also be a natural fit for async copy queue uploads, which would enable completely free threaded data uploads to vidmem for newly allocated resources.
PreMortem.Games
FEBRUARY 14, 2024
99% of our assets are self-modeled and textured, as we believe in creating a product that’s totally our own. As they try to escape the ship, the events match the timing, location and intensity of the sinking, based on the latest historical data available. Plus it’s fairly difficult to find era-appropriate assets for the Titanic.”
The Liquid Fire
NOVEMBER 9, 2023
We’re not really doing anything with shaders or post processing in the tutorial, so depending on where you want to take the tutorial later, its really up to you which you choose. Resources just feels like it should be things like 3d Models and Textures, but if you want to stick with the original, that’s fine.
Cocos
MAY 9, 2023
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. Fixed the issue of snapping a rotated, scaled node would cause problems in the scene editor ● Fixed the possible incorrect cache data when editing materials.
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
SEPTEMBER 19, 2018
2D noise textures are really useful when creating cloudy or wavy effects. For example, the new NoiseTexture resource can be used as a normal map to get a quick and simple water material: Noise textures can also be used as roughness maps, 2D light textures, etc. Noise texture. Visual effects.
Mircosoft Game Dev
JANUARY 23, 2018
implement basic texture loading. generate C++ classes for GLSL shaders at compile time. adapt shader compiler to work with GLSL ES 2.0. implement basic texture loading. The RasterizerStorage interface has methods for creating and modifying various resources such as textures, shaders, materials, meshes and many more.
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
DECEMBER 9, 2022
Import: Fix swapped color channels in ETC1/ETC2 textures, etcpak expects BGRA data ( GH-69448 ). Rendering: Implement CAMERA_VISIBLE_LAYERS as built-in shader variable ( GH-67387 ). Rendering: OpenGL: Use internal texture name when setting texture uniform location ( GH-69633 ). GH-68870 ).
Febucci
MAY 14, 2022
We will do this too (kind of) - and jokes aside - things are not documented yet AND shaders are obscure anyways, so I’ll explain stuff as easily as I have understood them. The custom system needs: A volume component for every custom post processing effect we want, which will simply hold variables data (like “intensity”). Be prepared.
Game Errors
AUGUST 3, 2023
Disable game modifications: This includes any shaders, textures, and other third-party mods you installed for Red Dead Redemption 2. Enable Vulkan API to fix RDR2 error FFFF Vulkan is essentially like DirectX, an API that renders textures and graphics for games. Click on the one labeled Shader Pre-Caching.
Mircosoft Game Dev
MARCH 21, 2018
implement spatial shaders. The main bug that was keeping me busy for weeks was related to a shader bind that was not descriptive enough when blitting a viewport to the screen. The drawing to the window happens by using a viewport as a texture and then displaying that in the correct position in the window. Rust binding guidance.
Mircosoft Game Dev
APRIL 13, 2022
Another thing that was quite useful is the option to quickly test shaders. Being able to see the results of a shader the moment you change some code makes development so much better. We would like to make use of compute shaders and array uniforms in shaders. Much of our custom tools needed tricks to pass the data around.
Cocos
AUGUST 16, 2023
Preface In the last article , Kylin shared how to add your own post-effect Shader in the custom render pipeline in Cocos Creator 3.8. However, based on the BlitScreen solution, we can only write the simplest post-effect Shader. Today Kylin will use Gaussian blur to demonstrate how to write a multi-pass post-effect shader.
Mircosoft Game Dev
FEBRUARY 3, 2022
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 ). Rendering: GLES3: Fix shader compile error with Oren Nayar + Vertex Lighting ( GH-56802 ).
Mircosoft Game Dev
AUGUST 19, 2021
Rendering: Fixes depth sorting of meshes with transparent textures ( GH-50721 ). Shaders: Add support for structs and fragment-to-light varyings ( GH-48075 ). Android: Add basic user data backup option ( GH-49070 ). Android: Add support for prompting the user to retain app data on uninstall ( GH-51605 ).
Game Errors
AUGUST 25, 2023
Ensure that your Texture Quality , Shader Quality , and Reflection Quality settings are set to Normal or Low. Check free space Check the available data storage space on your Steam Deck, as low disk space may cause issues with the launching and performance of GTA 5. Open GTA 5. Navigate to the Graphics settings.
Mircosoft Game Dev
DECEMBER 13, 2017
This generally works and looks pretty, but it's quite shader intensive, which makes it not work on mobile or low end GPUs. 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.
Ask a Game Dev
DECEMBER 22, 2022
Writes shaders, writes scripts, works with code. Texture Artist : 3D wire frames need skins that make them look right in various lighting situations. Environment Artist : Models, textures, and places the stuff in the game levels. How do we turn all that data into an image? How do we turn all that data into an image? ]
Mircosoft Game Dev
FEBRUARY 25, 2022
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 ). Rendering: GLES3: Fix shader compile error with Oren Nayar + Vertex Lighting ( GH-56802 ).
Mircosoft Game Dev
FEBRUARY 17, 2022
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 ). Rendering: GLES3: Fix shader compile error with Oren Nayar + Vertex Lighting ( GH-56802 ). stable or since 3.4.3
Mircosoft Game Dev
JULY 27, 2021
Rendering: Fixes depth sorting of meshes with transparent textures ( GH-50721 ). Shaders: Add support for structs and fragment-to-light varyings ( GH-48075 ). Android: Add basic user data backup option ( GH-49070 ). GLES3: Allow repeat flag in viewport textures ( GH-34008 ). Note that some of the changes in 3.4
Mircosoft Game Dev
AUGUST 6, 2021
Rendering: Fixes depth sorting of meshes with transparent textures ( GH-50721 ). Shaders: Add support for structs and fragment-to-light varyings ( GH-48075 ). Android: Add basic user data backup option ( GH-49070 ). GLES3: Allow repeat flag in viewport textures ( GH-34008 ). Note that some of the changes in 3.4
Nvidia
NOVEMBER 9, 2021
To generate digital humans, teams must first make 3D models, textures, shaders, skeleton rig, and deformation of the skin so it follows the skeleton. In terms of realistic performance, until now, there are mainly two ways to achieve this; animate by hand or use various performance capture techniques to get your motion data.
Febucci
OCTOBER 31, 2019
Shaders are used to create many effects, like “water”, “fire” and more. Now, focusing on vertices, it’s important to know that each single vertex contains some data, more than its position. UVs are also called texture coordinates and they let you map textures on your objects. Shaders Theory. Shader Example.
Nvidia
NOVEMBER 8, 2021
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 limited size of the payload forced many to use local or even global memory buffers for passing ray data around, which can have a negative impact on performance.
Mircosoft Game Dev
SEPTEMBER 17, 2020
GLES2: Fixed mesh data access errors in GLES2 ( GH-40235 ). Shaders: Fix specular render_mode for Visual Shaders ( GH-41536 ). Sprite3D: The material_override now overrides the texture when drawing. So when using a material_override you will have to set the Sprite3D 's texture and the albedo_texture to the same texture.
Mircosoft Game Dev
JUNE 10, 2020
Hiring Matias Goldberg to help him create GPU-based texture compressors. One of the main problems we have in Godot is the time it takes to import textures. Most texture compressors are often slow and focus on the highest quality possible as a priority instead of attempting to do trade-offs between quality and encoding performance.
Nvidia
OCTOBER 12, 2022
NVIDIA recently introduced a new feature available in the next generation of GPUs: Shader execution reordering (SER). NVIDIA recently introduced a new feature available in the next generation of GPUs: Shader execution reordering (SER). For more information, see the Shader Execution Reordering whitepaper.
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.
Nvidia
JANUARY 5, 2023
This starts from mesh instance selection and their data. This starts from mesh instance selection and their data processing towards optimized tracing and shading of every hit that you encounter. Instance data generation. It may be a good idea to perform static and dynamic object data processing in parallel on the CPU.
Mircosoft Game Dev
JANUARY 4, 2021
Godot exposes the internal glTF data structure to allow creating extensions as game developers wish. We can break apart the glTF data structure into something that can be combined and interpreted. bin + textures). Animation skinning and blend shapes are using compute shaders. changelog for glTF. glb ) and glTF Separate (.gltf
Mircosoft Game Dev
JANUARY 7, 2021
It also adds a much-requested minimap to GraphEdit , and thus to the VisualScript and Visual Shader editors. 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
MAY 12, 2016
Fix shader editor syntax coloring. Fix to avoid video texture scaling. Keep editable instances data when replacing tree root node. Fix checking unsaved changes only in current scene. Fix launching from.app on OSX. Fix 'Quit to Project Manager' not stopping the running application. GridMap: Fix backwards rotate hotkeys.
Mircosoft Game Dev
NOVEMBER 1, 2021
Hi, I'm Yuri ( Chaosus ), and I made a number of changes this past 18 months to upgrade the shader language in Godot 4.0 There are changes to the editor usability, to the shader language itself, and to visual shaders. Shader creation dialog. A new warning system for shaders within the editor has been implemented.
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.
AWS Games
FEBRUARY 1, 2024
For instance, Unreal Engine uses a mechanism known as the Derived Data Cache (DDC) for this purpose. The Derived Data Cache in Unreal Engine serves as a storage mechanism for data that is computationally expensive to generate. It preserves this data, eliminating the need for regeneration unless any changes occur.
Mircosoft Game Dev
NOVEMBER 24, 2020
x branch of Ogre aka ogre-next and I wrote Betsy, a GPU texture compressor that runs on GPUs. This work was commissioned by Godot Engine through the Software Freedom Conservancy to solve a major complaint: importing textures is excruciantly slow and takes many minutes. What is texture compression and why you care. ktx A.etc2.ktx
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