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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);

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Accelerating Ultra-Realistic Game Development with NVIDIA DLSS 3 and NVIDIA RTX Path Tracing

Nvidia

New graphics primitives built for the future of games NVIDIA Micro-Mesh is a graphics primitive built from the ground up for real-time path tracing. Displaced Micro-Mesh and Opacity Micro-Map SDKs give developers the tools and sample code for the creation, compression, manipulation, and rendering of micro-meshes.

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Shaping the Future of Graphics with NVIDIA Technologies in Unreal Engine 5

Nvidia

DLSS uses advanced AI rendering to produce image quality comparable to native resolution, and in some cases even better quality, while only conventionally rendering a fraction of the pixels. A new temporal feedback technique gives incredibly sharp image details and improved stability from frame to frame.

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GLES2 and GDNative, progress report #6

Mircosoft Game Dev

This is a screenshot that displays the object-space position of each pixel as the color. Heyyy, this pretty much looks like the sky projected onto the meshes, that's better! At that point of development, the sky reflection didn't respond to the camera position, so it basically looked like the sky was painted ontop of the mesh.

Pixel 52
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NVIDIA DLSS Plugin and Reflex Now Available for Unreal Engine

Nvidia

NVIDIA DLSS Plugin for UE4 DLSS is a deep learning super resolution network that boosts frame rates by rendering fewer pixels and then using AI to construct sharp, higher resolution images. The NVIDIA RTX UE4 4.25 branches have also received updates. Updates to NVIDIA RTX UE 4.25 The new NVIDIA UE 4.25 and UE4.26.1,

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Dev snapshot: Godot 4.0 alpha 15

Mircosoft Game Dev

GUI: Add font LCD sub-pixel anti-aliasing support ( GH-64422 ). Warning: This has the potential to break meshes imported in earlier alphas, we are still working on improving the compatibility code. Rendering: Add font LCD sub-pixel anti-aliasing support ( GH-64422 ). Rendering: Octahedral normal/tangent compression ( GH-60309 ).

Alpha 52
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GLES2 and GDNative, progress report #1

Mircosoft Game Dev

load meshes. render meshes. The RasterizerStorage interface has methods for creating and modifying various resources such as textures, shaders, materials, meshes and many more. Planned for January 2018. implement more 2D items. editor working with GLES 2.0. adapt shader compiler to work with GLSL ES 2.0. 2D lighting postponed.

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