article thumbnail

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. If your previous development experience is based on OpenGL, you may find that the texture on your grid is vertically flipped. the RGB of the color will be multiplied by 0.5

Shaders 98
article thumbnail

Developer Shares Building Fabrics, Ropes, And Soft Bodies

Cocos

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. 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.

Build 98
Insiders

Sign Up for our Newsletter

This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.

Trending Sources

article thumbnail

Does Spine work with USE_INSTANCING?

Cocos

Maybe spine outputs skinned meshes that don’t support instancing? v_instancedCol1; col2 = v_instancedCol1; col3 = v_instancedCol1; #else col1 = u_col1; col2 = u_col2; col3 = u_col3; #endif o *= texture(cc_spriteTexture, uv0); vec4 mask = vec4(texture(maskTex, uv0).rgb, Nothing special, but I’ve attached it below.

Texture 40
article thumbnail

Godot 4.0 optimization progress report

Mircosoft Game Dev

Instancing is used to render similar objects (mesh, material and misc settings), reducing the pressure over the rendering API. Numbers are using debug (numbers on release are lower, but when I started optimizing, Godot had problems running on release, so it's difficult to compare). Optimized texture formats.

Culling 52
article thumbnail

Dev snapshot: Godot 3.4 beta 2

Mircosoft Game Dev

Mesh: Options to clean/simplify convex hull generated from mesh ( GH-50328 ). Rendering: Fixes depth sorting of meshes with transparent textures ( GH-50721 ). Editor: Fix logic for showing tilemap debug collision shapes ( GH-49075 ). GLES3: Allow repeat flag in viewport textures ( GH-34008 ).

Beta 52
article thumbnail

Dev snapshot: Godot 3.4 beta 3

Mircosoft Game Dev

Mesh: Implement octahedral map normal/tangent attribute compression ( GH-46800 ). Mesh: Options to clean/simplify convex hull generated from mesh ( GH-50328 ). Rendering: Fixes depth sorting of meshes with transparent textures ( GH-50721 ). Editor: Fix logic for showing tilemap debug collision shapes ( GH-49075 ).

Beta 52
article thumbnail

Dev snapshot: Godot 3.4 beta 4

Mircosoft Game Dev

Mesh: Implement octahedral map normal/tangent attribute compression ( GH-46800 ). Mesh: Options to clean/simplify convex hull generated from mesh ( GH-50328 ). Rendering: Fixes depth sorting of meshes with transparent textures ( GH-50721 ). Editor: Fix logic for showing tilemap debug collision shapes ( GH-49075 ).

Beta 52