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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).

Shaders 98
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Accelerating Ultra-Realistic Game Development with NVIDIA DLSS 3 and NVIDIA RTX Path Tracing

Nvidia

Since the introduction of the GeForce RTX 20 Series, NVIDIA has paved the way for groundbreaking graphics with novel research on how AI can enhance rendering and improve computer games. It delivers up to 4x improvements in frame rate and up to 2x improvements in latency compared to native resolution rendering.

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Dev snapshot: Godot 4.0 alpha 15

Mircosoft Game Dev

Rendering: Octahedral normal/tangent compression ( GH-60309 ). Editor: Improvements to shader editor ( GH-63582 ). GUI: Add font LCD sub-pixel anti-aliasing support ( GH-64422 ). Rendering: Octahedral normal/tangent compression ( GH-60309 ). Rendering: Add font LCD sub-pixel anti-aliasing support ( GH-64422 ).

Alpha 52
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GLES2 and GDNative, progress report #1

Mircosoft Game Dev

compatible rendering backend for Godot 3.1, The first month I spent on getting started and familiar with the rendering in Godot. Because I am still new to the rendering system in Godot, I might not be experienced enough to make good estimates of what can be achieved, but the rough roadmap looks like this. load meshes.

Shaders 52
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Maintenance release: Godot 3.4.1

Mircosoft Game Dev

Import: Fix crash when exporting meshes to glTF that have no skin ( GH-55246 ). macOS: Fix driver crash when enabling per-pixel transparency on M1 macs ( GH-55464 ). Particles: Fix for double use of seed in random shader variables ( GH-55607 ). Rendering: Update CanvasItem when MultiMesh instance transform changes ( GH-54899 ).

Tile 52
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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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Release candidate: Godot 3.4.1 RC 3

Mircosoft Game Dev

Import: Fix crash when exporting meshes to glTF that have no skin ( GH-55246 ). macOS: Fix driver crash when enabling per-pixel transparency on M1 macs ( GH-55464 ). Particles: Fix for double use of seed in random shader variables ( GH-55607 ). Rendering: Update CanvasItem when MultiMesh instance transform changes ( GH-54899 ).

Tile 52