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How to get an array of pixel colors from an image?

Cocos

I’m trying to make an effect of pixels appearing with transparency and sequence (first the “darkest” then the rest of the pixels). I want to achieve the effect - “so that the pixels, like water, fill the empty mouth of the river.” But I couldn’t get the array of pixel colors.

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[Tutorial]Outer Stroke Effect for 2D Sprites

Cocos

Original: [link] Author: BitByBit Outer Stroke Effect for 2D Sprites Continuing from the previous article Inner Stroke Effect for 2D Sprites Introduction In the last article, we introduced the method of inner stroke and also discussed its pros and cons. First, we get the uv of the surrounding pixel through the offset uv.

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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).

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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. Add a Post-Processing Shader precision highp float; #include <pp-shared-ubos> in vec2 v_uv; uniform sampler2D mainTexture; #pragma define intensity matParams.x

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Maintenance release: Godot 3.4.1

Mircosoft Game Dev

Import: Fix texture atlas generation when source sprite is larger than generated atlas ( GH-55094 ). 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 ). Input: Add Input.is_physical_key_pressed() method ( GH-55251 ).

Tile 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?

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Release candidate: Godot 3.4.1 RC 2

Mircosoft Game Dev

Import: Fix texture atlas generation when source sprite is larger than generated atlas ( GH-55094 ). 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 ). Input: Add Input.is_physical_key_pressed() method ( GH-55251 ).

Tile 52