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

Cocos

daisyH: o *= vec4(1, 1, 1, alpha); Thanks. Now I understand that this o *= vec4(1, 1, 1, alpha); is rgba. I tried to display in the picture the movement pattern of drawing the appearance of pixels. The beginning of the movement of pixels depends on the color saturation and tends to display colors next to a circle.

Pixel 52
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Dev snapshot: Godot 4.0 alpha 15

Mircosoft Game Dev

While this process is ongoing, we'll keep releasing alpha builds so here's 4.0 This alpha doesn't include official builds with.NET 6 support yet, as we still have more work to do to enable this. For users of previous alphas, we don't always have compatibility code to ease transition. alpha builds.

Alpha 52
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Dev snapshot: Godot 4.0 alpha 16

Mircosoft Game Dev

While this process is ongoing, we'll keep releasing alpha builds so here's 4.0 This is the first alpha to include export templates for the Web platform again. Re-enable per-pixel transparency support on Linux, macOS, and Windows. For users of previous alphas, we don't always have compatibility code to ease transition.

Alpha 52
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Dev snapshot: Godot 4.0 alpha 3

Mircosoft Game Dev

We're continuing on our fortnightly release schedule for alpha snapshots of Godot 4.0 - this time with 4.0 See past alpha releases for details ( alpha 1 , alpha 2 ). Be aware that during the alpha stage the engine is still not feature-complete or stable. alpha builds. Known issues. Bug reports.

Alpha 52
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Dev snapshot: Godot 4.0 alpha 2

Mircosoft Game Dev

alpha 1 ― the first official alpha build of our upcoming major milestone, enabling all interested users to try it out and report bugs, as well as provide feedback on the new features. branch, we're going to release new alpha builds every other week, so that testers can always have a recent version to test the latest changes.

Alpha 52
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[Tutorial]Outer Stroke Effect for 2D Sprites

Cocos

Principle Since it’s an outer stroke, it doesn’t occupy the pixels of the original image to draw the edges. Remember the previous article, where we used the image’s Alpha to find edges, determining whether there were pixels with Alpha of 0 around the image. Here, we take the opposite approach.

Sprite 52
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Practical Tips for Optimizing Ray Tracing

Nvidia

Alpha tested geometry. High-poly geometry, with alpha testing like hair and fur, can be challenging for direct tracing. One way to reduce the tracing cost is to start with pre-tracing, where you trace local neighborhoods for each pixel in screen space, similar to screen space shadows or ambient occlusion techniques.