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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) / x; v4_0.y

Shaders 98
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Neo6502 Review

Retro Game Coders

Mhz with all signals available via connector RP2040 with 2MB of SPI Flash, 64k RAM available to the processor HDMI output with 320 x 240 256 colour display, higher resolutions appear on Apple/Oric emulators 20k Graphics RAM for tiles and 128 sprites up to 32×32 pixels.

Demo 137
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Release candidate: Godot 3.4 RC 1

Mircosoft Game Dev

Notable changes are in-editor class reference translations (so far Chinese (Simplified), Spanish, and some French), some new rendering features (high quality glow mode, 3D point light attenuation option), and a number of C# marshalling fixes. Rendering: Add new 3D point light attenuation as an option ( GH-52918 ).

Mesh 52
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Release candidate: Godot 3.4 RC 3

Mircosoft Game Dev

CSG: CSGPolygon fixes and features: Angle simplification, UV tiling distance, interval type ( GH-52509 ). Rendering: Add new 3D point light attenuation as an option ( GH-52918 ). Android: Implement per-pixel transparency ( GH-51935 ). LineEdit: Double click selects words, triple click selects all the content ( GH-46527 ).

Mesh 52
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Release candidate: Godot 3.4 RC 2

Mircosoft Game Dev

CSG: CSGPolygon fixes and features: Angle simplification, UV tiling distance, interval type ( GH-52509 ). Rendering: Add new 3D point light attenuation as an option ( GH-52918 ). Android: Implement per-pixel transparency ( GH-51935 ). LineEdit: Double click selects words, triple click selects all the content ( GH-46527 ).

Mesh 52