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Black screen on old devices cocos 2.4.11

Cocos

Also, take a look at the sprite data of the images that are showing up black… are any of them abnormally large? not file size large, but actual pixel size… if you have anything over 2k, I’d highly recommend making it smaller and testing. )

Pixel 52
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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). x,waveFactor.y-uv0.y);

Shaders 98
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[Share] 2D Post-Processing & Lighting Framework

Cocos

The most commonly used method involves rendering the camera to a RenderTexture (RT) and then displaying it on a Sprite. The technology is not complicated, but the number of points is more or less limited, and debugging is also troublesome. One day, after I created the 2D post-processing framework, I suddenly thought of this issue.

Render 52
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Maintenance release: Godot 3.2.2

Mircosoft Game Dev

This drastically reduces drawcall-related bottlenecks and can give massive gains in specific scenarios (drawing lots of sprites, big TileMaps, text rendering). Top: 10,000 Sprites with a randomized modulate and position. Bottom: 8 layers of a screen full of "A"s with two Sprites intermixed. Can you spot the difference?

Debug 52
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Getting started with HaxeFlixel in 2021

Radiator Blog

The engine should be able to render and simulate 200+ lightweight game objects -- frame-animated sprites with simple collision, no fancy physics or shaders. Instead of MonoBehaviour, most of your scripts inherit from FlxSprite (or FlxNestedSprite if you need to parent sprites to each other) instead. and no WASM.)

Sprite 52