Accessing texture data efficiently
Unity Blog
MAY 25, 2023
Learn about the benefits and trade-offs of different ways to access the underlying pixel data of textures in your Unity project.
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Unity Blog
MAY 25, 2023
Learn about the benefits and trade-offs of different ways to access the underlying pixel data of textures in your Unity project.
Cocos
AUGUST 31, 2023
There is one obvious difference about Android, which is this (in CCPlatformMacros.h ): /** @def CC_ENABLE_CACHE_TEXTURE_DATA * Enable it if you want to cache the texture data. *
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Cocos
AUGUST 30, 2023
On my latest game, I have a weird issue with texture and I have no idea why I have this ( I could only reproduce it once but players do find it from time to time). Suddenly, when the player plays, the screen goes all wrong as if all the textures were now corrupted. Like if all textures now point to the distortioned monster spriteframe.
Cocos
SEPTEMBER 21, 2023
Hi, I’ve been having issues with opacity and Render Textures in CC 2.4.11 KB) Please, if anyone has any ideas on how to get render textures to work correct with opacity please let me know, because I’m completely stuck. which I don’t know how to solve. I’ve tried so many different combinations. 2-4-11-RT-Camera.zip (916.6
The GameDev Guru
JUNE 29, 2021
In this blog post, you'll learn what texture compression is, why it is important for your project and how to apply it to improve your GPU and memory performance.
Cocos
SEPTEMBER 21, 2023
Hi, I’ve been having issues with opacity and Render Textures in CC 2.4.11 which I don’t know how to solve. No matter how I configure the cameras I cannot get it to work correctly, there is always something that doesn’t work. I’ve tried so many different combinations. 2-4-11-RT-Camera.zip (916.6
Cocos
JULY 22, 2023
Hi, I would like to ask what is the maximum texture can be supported on cocos creator? I tested with a texture size of 7016 x 4678 resolution and it’s able to display on the WebGL. It makes me wonder, what’s the maximum supported texture size?
Cocos
JULY 21, 2023
Hi, I would like to ask what is the maximum texture can be supported on cocos creator? I tested with a texture size of 7016 x 4678 resolution and it’s able to display on the WebGL. It makes me wonder, what’s the maximum supported texture size?
2d Game Art Guru
APRIL 5, 2023
Creating and Working with Textures in Affinity Designer Affinity Designer Video tutorials These two new videos focus on the use of textures in Affinity Designer. Create and work with textures from photos taken with your mobile phone. It’s not entirely necessary for most texturing tasks. older tutorials ].
Game Development for Beginners
FEBRUARY 2, 2023
Materials and textures in Unity are an essential aspect of creating visually appealing and realistic 3D scenes. With Unity materials and textures, you can easily adjust the appearance of an object by changing its material, without having to modify its geometry.
Game From Scratch
JANUARY 9, 2023
Dream Textures — Stable Diffusion for Blender. Dream Textures is an add-on for Blender that brings Stable Diffusion based A.I Dream Texture can be used to: With the most recent 0.0.9 release Dream Textures got a powerful new ability, depth based texture mapping of 3D scenes. GameFromScratch.com.
Cocos
FEBRUARY 13, 2023
I use texturepacker and I have a few big 1024x1024 textures loaded with: SpriteFrameCache::getInstance()->addSpriteFramesWithFile. My game is tiled base and looking at the screenshot, I can see the tiles but their textures are pointing to a different texture it seems. Nothing fancy.
Cocos
FEBRUARY 13, 2023
Are you using a texture map or are they all individual images that’s moving in and out of cache could it be phone freeing up memory space while in background? I have not had this but I use Texture map one big image. ohh edit is it you need to say sprite->retain(); to keep it then you have to sprite->release();
Cocos
FEBRUARY 14, 2023
ebouchard: ails for 1% when they exit the game for a while and sound like there out cache or something Texture packer has a get upset if you go over 2048x 2048 size so I wonder if its phone needing resource when they go background. What happens if you do a cocos2dx ->retain(); thought that was meant to stop the flushing?
Cocos
JANUARY 26, 2023
We use Texture Packer v7 and it supports Polygon atlases. github.com/cocos/cocos-engine Feature Request: Texture Atlas Polygon Support opened 10:59AM - 04 Oct 19 UTC closed 05:01PM - 01 Aug 20 UTC Ronsku ### Creator version? If you need any additional information about how Polygon Texture Atlases work, please ask.
Cocos
FEBRUARY 15, 2023
You could add an event listener for EVENT_COME_TO_BACKGROUND , and every time you receive it, check if the texture is cached via TextureCache::getTextureForKey(). How you detect the need to reload resources is up to you. That event is used if CC_ENABLE_CACHE_TEXTURE_DATA is enabled, which seems to be the case for Android.
Cocos
FEBRUARY 14, 2023
Just 2 different ways to initialize the sprites I do load multiple big sprite sheet textures (like 4-5 between 1024x1024 and 2048x2048). I don’t think createWithSpriteFrameName or initWithSpriteFrameName changes anything. This is working fine for 99% of the people and only fails for 1% when they exit the game for a while and come back.
Cocos
FEBRUARY 13, 2023
On my game, some people experience what seems to be a texture cache being flushed. It does not happen very often and seems to happen when people exit the game and return later. I use 3.17
Cocos
AUGUST 31, 2023
Thanks for the info, but I don’t think this is related. I have 5 games out there, the first 3 do not have the issue and the last 2 do have it. They all use the same version of cocos (3.17) and the same game engine that we put on top of cocos. However, the last 2 games had some major modifications/new features etc in the game engine.
Cocos
JANUARY 8, 2023
Textures : Cocos’s Built in Toon Shader is not working in Snapdragon Devices(Web Mobile Build) properly and everything looks washed out. Has anyone ever came across this issue and has a possible fix around it ? Details : Built in toon shader.
Cocos
MAY 3, 2023
Sprite relies on SpriteFrame which defines an specific rect area inside a texture, so yes, you can create different SpriteFrames from a RenderTexture
Cocos
JANUARY 10, 2023
Textures are added in Pass 1 of the toon shader. Cocos Creator Version : 3.6.2. WebGL Build. We are using built-in toon shader. Working fine on mediatek/some ios devices. The issues is reported in all snapdragon devices. Normal Appearance : (ignore the UI). Appearance on a snapdragon device :
Cocos
FEBRUARY 15, 2023
Is there a flag somewhere telling you “Your textures are unloaded” or something? But how do you “detect that you need to reload” ?
Cocos
FEBRUARY 27, 2023
if you are encountering Sampler binding ‘cc_spriteTexture’ at set 2 binding 12 index 0 is not bounded one of the possible reasons may be the textures don’t load completely. hello ,bro. first, I recommend you to follow the TS style when you are coding, that will make your code easy to read. for example, use let instead of var. to solve this.
Cocos
APRIL 9, 2023
Hello, I know how to get max texture size supported by device in WebGL. But is there any way to detect it for native platforms (Android and iOS)? Thanks in advance!
Cocos
APRIL 19, 2023
If the result is 0, the texture format is not supported. You can use gfx.deviceManager.gfxDevice.getFormatFeatures(gfx.Format.ETC2_RGBA8) to get the information. docs.cocos.com CocosCreatorAPI Description
Cocos
MAY 2, 2023
Hi, How can I take a large RenderTxture and cut a small piece of it into a new texture and later make a Sprite from it?
Cocos
APRIL 14, 2023
Hello, I would like to gather info about what compressed textures formats (e.g. ASTC, ETC) are most common among our players. Does CC provide any way to retrieve this information? We use version 3.7.2. Thanks in advance!
Cocos
JUNE 7, 2023
i need help for save file png after render texture. /** const spriteFrame = this.sprite.spriteFrame!;
The Knights of Unity
JUNE 5, 2020
And even before an era of SRPs (Scriptable Render Pipelines), there was a good amount of solid features like today’s topic: Render textures. In this post I’m going to explain to you how to use render textures in your game. For shaders, I used Amplify Shader Editor to add some visual effects on top of the render texture.
Cocos
APRIL 17, 2023
You don’t need to, what you have to consider is “which formats you need to support on your target environment”, for example, if you are targeting old Android devices, then ASTC could be absent, and ETC2/ETC would cover more devices, you should have all needed formats set for your textures.
2d Game Art Guru
FEBRUARY 12, 2023
Using multiple Textured Brushes on one object in Affinity Designer Affinity Designer Video Tutorial In this advanced video tutorial, I use multiple textured intensity brushes on the same object in Affinity Designer. This post Using multiple Textured Brushes on a single Object in Affinity Designer first appeared on 2dgameartguru.
The Astronauts
DECEMBER 7, 2020
I’ve spent some time looking at various texture compression formats and libraries (the ones meant for GPUs, i.e. “ASTC, BC7” kind, not the “PNG, JPG” kind). Here’s a fully incomprehensible chart to set the stage (click for a semi-interactive page): If your reaction is “whoa what is this mess?!”,
Cocos
MAY 3, 2023
Indeed, but is there a way to make another texture from it, instead using sprite frame with “rect”?
Game Developer
MARCH 20, 2023
Guerrilla Games' lead living world designer Espen Sogn explains how the team worked to make each tribe in Forbidden West feel unique, and crucially, persistent.
Mircosoft Game Dev
NOVEMBER 24, 2020
x branch of Ogre aka ogre-next and I wrote Betsy, a GPU texture compressor that runs on GPUs. This work was commissioned by Godot Engine through the Software Freedom Conservancy to solve a major complaint: importing textures is excruciantly slow and takes many minutes. What is texture compression and why you care. ktx A.etc2.ktx
Cocos
SEPTEMBER 22, 2023
Thanks for your response @zzf520. Did you download the demo, in the demo I show with clearFlags: Color ON and OFF. Both have different issues. You can see that with ON (example 1 in demo) → You have issues with opacity, it has more opacity than it should.
Cocos
SEPTEMBER 12, 2023
Blockquote const sprite = this.getComponent(Sprite); const mat = sprite.customMaterial; mat.setProperty(‘dissolveThreshold’, 0.5); Version 3.6.x, x, I using this code but it not bring Property affect to shader Ok, this work if turn of Packable in main Sprite inspector
Cocos
AUGUST 2, 2023
i have small parts(1024x1024) images that make big map level screen, that moving screen map size greater than 4096. my Total Map size is (4608 * 4096). i put all parts of images in single node and that show me warning in devices that maximum number size exceed , so my question is that this is the correct way to make big moving level screen ?
Cocos
AUGUST 29, 2023
Hi, I want to make the entire game project into an AssetBundle and load it from the project for game selection by Cocos Creator ver 2.4.11. First, I turned the game project into an AssetBundle. Then I did a remote load from the game selection project and it worked.
Cocos
JANUARY 28, 2023
virtual void cc::gfx::TextureValidator::doInit(const cc::gfx::TextureInfo &): assertion “!isCompressed” isCompressed” failed i am getting this error while debuging on android side… Please have a look and help me to resolve this error Thank you…
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