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CC 2.4.11 - Render Texture: Opacity Issue

Cocos

Hi, I’ve been having issues with opacity and Render Textures in CC 2.4.11 I have created a very easy to understand demo project showing how it behaves and it’s easy from this demo to swap things around, create new cameras etc.: which I don’t know how to solve. I’ve tried so many different combinations.

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NVIDIA Research Shows Interactive Texture Painting with Gen AI at SIGGRAPH Asia Real-Time Live

Nvidia

NVIDIA researchers took the stage at SIGGRAPH Asia Real-Time Live event in Sydney to showcase generative AI integrated into an interactive texture painting. It enables the interactive addition of local details with infinite texture variations and realistic transitions. Inspiration images are a common concept in 3D design.

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CC 2.4.11 - Render Texture: Opacity Issue

Cocos

Hi, I’ve been having issues with opacity and Render Textures in CC 2.4.11 I have created a very easy to understand demo project showing how it behaves and it’s easy from this demo to swap things around, create new cameras etc.: which I don’t know how to solve. I’ve tried so many different combinations.

Texture 40
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CC 2.4.11 - Render Texture: Opacity Issue

Cocos

Did you download the demo, in the demo I show with clearFlags: Color ON and OFF. You can see that with ON (example 1 in demo) → You have issues with opacity, it has more opacity than it should. You can see that with OFF (example 2 in demo) → You have correct opacity but cannot fade something out completely.

Texture 40
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CC 2.4.11 - Render Texture: Opacity Issue

Cocos

I first tried the generic solution, but since in a real game it isn’t so straight forward as in my Demo where you would just have a one colored background and no other overlapping elements, I think the “src Blend Factor”: “ONE” is the way to go for the graphics which will use opacity and blend on top of other RT.

Texture 52
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assetManager.parser.parse() doesn't work for Uint8Array in native

Cocos

You need to create a texture resource from the unit8Array first, using native.saveImageData to complete it, and then load the saved texture from the device through assetManager.loadRemote. L111 } //@ts-ignore this.canvas2image.saveAsPNG(this. _buffer, width, height, filePath).then(()=>{ newNode.position.y,

Texture 52
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Solo dev Walter Woods (Here Below) of Dark and Deep “Strategic partners are crucial” 

PreMortem.Games

Solo developer Walter Woods , working under the name of Here Below , used the distinctive black and white illustrations of 19th century artist, Gustave Doré as the textures for much of the game. People have been playing the demo and it’s been amazing to see people really enjoy it.” It’s really cool.

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