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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. _OutlineSize is the stroke width. However, the advantages are obvious.

Sprite 52
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Use post-processs FXAA get black background, different with TAA post-process

Cocos

My case is: only one 3d model + 3d camera + active post process FXAA on that camera + active render texture for that camera, then use sprite to display render texure on UI. With change FXAA to TAA, I got different result: FXAA => black background around 3D model. TAA => transparent background around 3D model.

Sprite 52
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Use post-processs FXAA get black background, different with TAA post-process

Cocos

My case is: only one 3d model + 3d camera + active post process FXAA on that camera + active render texture for that camera, then use sprite to display render texure on UI. With change FXAA to TAA, I got different result: FXAA => black background around 3D model. TAA => transparent background around 3D model.

Sprite 52
article thumbnail

Use post-processs FXAA get black background, different with TAA post-process

Cocos

My case is: only one 3d model + 3d camera + active post process FXAA on that camera + active render texture for that camera, then use sprite to display render texure on UI. With change FXAA to TAA, I got different result: FXAA => black background around 3D model. TAA => transparent background around 3D model.

Sprite 52
article thumbnail

Use post-processs FXAA get black background, different with TAA post-process

Cocos

My case is: only one 3d model + 3d camera + active post process FXAA on that camera + active render texture for that camera, then use sprite to display render texure on UI. With change FXAA to TAA, I got different result: FXAA => black background around 3D model. TAA => transparent background around 3D model.

Sprite 52
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TexutrePacker export settings with CocosCreator 3.6.2

Cocos

Hello, I tried to use the cocos2d-x preset, but I got a weird render for the SpriteRenderer. (I I see that I have to disable the Trim for the Sprite component here: TexturePacker, the trim lost the positions ). The left sprite is a normal.png. The 2 others sprites are from texture packer. Packer.png. AndreasLoew

Sprite 52
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D2 log 074 – New level format

Catnip Games

Everything is just one big texture. I export the rendered terrain from Blender as a RGBA image but with alpha value set to depth. The graphics backend rewrite took a while. However, the situation is now good. This gives me freedom in level design and saves work making tiles… tileable. So it’s RGBZ.

Terrain 52