Realtime Rendering With OpenGL – A Students Perspective (Week 7)
Game Developer
DECEMBER 18, 2023
Realtime Rendering With OpenGL--Adding in alpha.
This site uses cookies to improve your experience. To help us insure we adhere to various privacy regulations, please select your country/region of residence. If you do not select a country, we will assume you are from the United States. Select your Cookie Settings or view our Privacy Policy and Terms of Use.
Cookies and similar technologies are used on this website for proper function of the website, for tracking performance analytics and for marketing purposes. We and some of our third-party providers may use cookie data for various purposes. Please review the cookie settings below and choose your preference.
Used for the proper function of the website
Used for monitoring website traffic and interactions
Cookies and similar technologies are used on this website for proper function of the website, for tracking performance analytics and for marketing purposes. We and some of our third-party providers may use cookie data for various purposes. Please review the cookie settings below and choose your preference.
Game Developer
DECEMBER 18, 2023
Realtime Rendering With OpenGL--Adding in alpha.
Game From Scratch
OCTOBER 14, 2023
Alpha The Blender Foundation have just shipped Blender 4.1 Alpha and the star of the show is the new EEVEE Next real-time rendering. Alpha Read More The post EEVEE Next Arrives in Blender 4.1 Alpha appeared first on GameFromScratch.com. Alpha Read More The post EEVEE Next Arrives in Blender 4.1
This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.
Mircosoft Game Dev
MARCH 8, 2022
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 , alpha 3 ). Be aware that during the alpha stage the engine is still not feature-complete or stable. alpha builds. Known issues.
Mircosoft Game Dev
FEBRUARY 22, 2022
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.
Mircosoft Game Dev
SEPTEMBER 7, 2022
While this process is ongoing, we'll keep releasing alpha builds so here's 4.0 Some noteworthy changes in this release: Re-enable support for Web exports using the OpenGL 3 / WebGL 2 renderer. This is the first alpha to include export templates for the Web platform again. Implement physical light units in Vulkan renderers.
Mircosoft Game Dev
JULY 28, 2022
But we're not there yet and we'll keep having frequent alpha builds until we're ready to slap the beta label on the engine. All editor builds for this alpha have been updated with a hotfix. All editor builds for this alpha have been updated with a hotfix. alpha builds. So here we go with 4.0 Jump to the Downloads section.
Mircosoft Game Dev
JULY 1, 2022
Another couple of weeks, another alpha snapshot from the development branch, this time with 4.0 Note: There was a change in the internal format that PNG files get imported to, which you might experience as projects from earlier alphas reporting broken dependencies. alpha builds. Rendering: Fix usage of FSR 1.0 ( GH-62475 ).
Mircosoft Game Dev
SEPTEMBER 13, 2022
alpha 17 release to ensure that things work as best as we can reasonably expect before the beta phase. Be aware that during the alpha stage the engine is still not feature-complete or stable. alpha builds. alpha in general, have a look at the detailed release notes for 4.0 beta 1, and to do so we're having a (last?)
Mircosoft Game Dev
MARCH 24, 2022
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 , 2 , 3 , 4 ). Be aware that during the alpha stage the engine is still not feature-complete or stable. alpha builds. Known issues. Bug reports.
Mircosoft Game Dev
APRIL 6, 2022
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 , 2 , 3 , 4 , 5 ). Be aware that during the alpha stage the engine is still not feature-complete or stable. alpha builds. GH-59807 ). Known issues. Bug reports.
Mircosoft Game Dev
JUNE 2, 2022
Straight out of the Godot Sprint in Barcelona, here's another alpha snapshot of the development branch, this time with 4.0 See past alpha releases for details ( alpha 1 , 2 , 3 , 4 , 5 , 6 , 7 , 8 ). Be aware that during the alpha stage the engine is still not feature-complete or stable. alpha builds. Bug reports.
Mircosoft Game Dev
MAY 12, 2022
Another fortnight, another alpha snapshot of the development branch, this time with 4.0 See past alpha releases for details ( alpha 1 , 2 , 3 , 4 , 5 , 6 , 7 ). Be aware that during the alpha stage the engine is still not feature-complete or stable. alpha builds. This release is built from commit 917fd657.
Mircosoft Game Dev
AUGUST 30, 2022
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. Rendering: Octahedral normal/tangent compression ( GH-60309 ). alpha builds. Core: A plethora of renames!
Mircosoft Game Dev
APRIL 28, 2022
alpha 7 comes with one week delay on our every-other-week release schedule, since I was taking some time off :) But that means it got time for even more features and bug fixes to be finalized, reviewed and merged. See past alpha releases for details ( alpha 1 , 2 , 3 , 4 , 5 , 6 ). alpha builds. This new 4.0 Bug reports.
Mircosoft Game Dev
JUNE 15, 2022
Another couple of weeks, another alpha snapshot from the development branch, this time with 4.0 Be aware that during the alpha stage the engine is still not feature-complete or stable. alpha builds. alpha in general, have a look at the detailed release notes for 4.0 We're getting in 2-digit territory, both because 4.0
Mircosoft Game Dev
FEBRUARY 9, 2022
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.
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. using legacy rendering, but the features I used work in SRPs too. What is a Render Texture.
Mircosoft Game Dev
OCTOBER 11, 2019
We released a first alpha build last week, and we want to keep a relatively short iteration cycle on future alpha and beta builds until the final 3.2 alpha 2 as a second snapshot, fixing various issues from the last build. alpha 2 as a second snapshot, fixing various issues from the last build. We thus publish Godot 3.2
Cocos
JULY 18, 2024
Hello all, I have a shader that takes the alpha value of one texture and applies to a sprite frame. I prefer to go this way so that I can have a gradient fade to transparency… the mask component uses the stencil buffer and isn’t set up to use alpha blending and therefore cannot utilize the gradient of alpha values.
Cocos
JULY 18, 2024
Hello all, I have a shader that takes the alpha value of one texture and applies to a sprite frame. I prefer to go this way so that I can have a gradient fade to transparency… the mask component uses the stencil buffer and isn’t set up to use alpha blending and therefore cannot utilize the gradient of alpha values.
Mircosoft Game Dev
SEPTEMBER 23, 2017
Godot uses a considerably different approach to rendering (and rendering abstraction) than other, popular, game engines. This document was written in hopes to find more developers that would like to help us write rendering code, as it explains the overall design. Running the whole graphics rendering in a separate thread.
Mircosoft Game Dev
JANUARY 10, 2023
The illustration picture for this article is from The Mirror , an upcoming all-in-one game and game development platform currently in Closed Alpha. since early alpha releases; follow them on Twitter for updates. Editor: Bring back the renderer options button on the main editor ( GH-70500 ). They've been building upon Godot 4.0
Mircosoft Game Dev
NOVEMBER 16, 2022
Rendering: A ton of fixes for all rendering backends, and missing features implemented for the OpenGL3 one. GUI: Add a Font import option to pre-render all glyphs required for the translation ( GH-68448 ). Physics: Implement adjusting the maximum number of physics steps per rendered frame ( GH-65836 ).
Mircosoft Game Dev
DECEMBER 3, 2016
It's been a month since the first progress report , and progress continues towards the new Godot renderer. Little by little every system falls into place, and rendering starts feeling a lot more mature. Add Layered/Stencil rendering. One of the main features of PBR rendering is having all sort of sources for reflections.
Cocos
JULY 1, 2024
But when i put it in scene and run, It’s have a mistake of render at the teeth and neck of character like the picture below. It work fine on other engine like Unity but i have a problem in Cocos Creator 3.8.3. My 3d model animation work fine in preview. The teeth can see through the neck. I use baked animation but it just a little help.
Nvidia
JANUARY 5, 2023
Some ray-traced effects, like reflections or shadows, require support for out-of-frustum objects for rendering accuracy. Alpha tested geometry. High-poly geometry, with alpha testing like hair and fur, can be challenging for direct tracing. Parallel mesh processing for instance data generation. Dynamic objects selection.
Mircosoft Game Dev
JANUARY 13, 2023
As always, a bunch of nice rendering fixes! Rendering: Only disable depth writing in opaque pipelines ( GH-71124 ). Rendering: Fix multiple issues that make the normal roughness texture unusable ( GH-71130 ). Rendering: OpenGL: Add support for FORMAT_{ETC2,DXT5}_RA_AS_RG ( GH-71248 ). See the list below.
Cocos
MAY 14, 2023
This article will delve into the principles, implementation details, common issues and solutions, memory overhead, and compatibility of the Deferred Rendering technique. The rendering stages involved in Deferred Rendering. The problems that are solved by Deferred Rendering. Solution for transparent object rendering.
Cocos
NOVEMBER 14, 2024
github.com/cocos/cocos-engine [bug] Memory leak in custom render pipeline. opened 01:48AM - 15 Nov 24 UTC dumganhar Bug Reported at [link] github.com/cocos/cocos-engine [bug] Alpha < 0.5 causes rendering issue on Metal backend. opened 01:50AM - 15 Nov 24 UTC dumganhar Bug Reported at [link]
Cocos
NOVEMBER 14, 2024
We have confirmed that it’s a bug in custom render pipeline. Alpha issue. Memory leak. We will try to fix it in v3.8.5 which will be released before the end of December. The change seems ok. I will create two issues for this thread.
Mircosoft Game Dev
JANUARY 10, 2023
The illustration picture for this article is from The Mirror , an upcoming all-in-one game and game development platform currently in Closed Alpha. since early alpha releases; follow them on Twitter for updates. Editor: Bring back the renderer options button on the main editor ( GH-70500 ). They’ve been building upon Godot 4.0
Cocos
NOVEMBER 15, 2024
I set up a custom render pipeline to use GaussianBlur in my project. Custom shader alpha issue NewProject.zip (90.8 I found an increase in memory when changing scenes, but I can’t find a solution. sys.garbageCollect’ was executed before and after changing the scene.
Cocos
NOVEMBER 14, 2024
I set up a custom render pipeline to use GaussianBlur in my project. Custom shader alpha issue NewProject.zip (90.8 I found an increase in memory when changing scenes, but I can’t find a solution. sys.garbageCollect’ was executed before and after changing the scene.
Cocos
NOVEMBER 14, 2024
I set up a custom render pipeline to use GaussianBlur in my project. Custom shader alpha issue NewProject.zip (90.8 I found an increase in memory when changing scenes, but I can’t find a solution. sys.garbageCollect’ was executed before and after changing the scene.
Cocos
NOVEMBER 13, 2024
I set up a custom render pipeline to use GaussianBlur in my project. Custom shader alpha issue NewProject.zip (90.8 I found an increase in memory when changing scenes, but I can’t find a solution. sys.garbageCollect’ was executed before and after changing the scene.
Cocos
NOVEMBER 13, 2024
I set up a custom render pipeline to use GaussianBlur in my project. Custom shader alpha issue NewProject.zip (90.8 I found an increase in memory when changing scenes, but I can’t find a solution. sys.garbageCollect’ was executed before and after changing the scene.
Cocos
NOVEMBER 12, 2024
I set up a custom render pipeline to use GaussianBlur in my project. Custom shader alpha issue NewProject.zip (90.8 I found an increase in memory when changing scenes, but I can’t find a solution. sys.garbageCollect’ was executed before and after changing the scene.
Awesome Tuts
DECEMBER 24, 2022
A shader is a script where you write code that determines how the colors will be rendered based on various scenarios like lighting and material configuration. The ZWrite Off and ZTest Greater are responsible for making the shader render the material behind other objects.
Cocos
MAY 18, 2023
Now the effects look correct, but I don’t want to solidify everything rendered before this camera. Using SOLID_COLOR (click for more details) Using 0 alpha doesnt look good (click for more details)
Catnip Games
JUNE 20, 2023
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. Interactive elements will be placed using the in-game editor. So it’s RGBZ.
Cocos
APRIL 18, 2024
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. Consider the characteristics of this rt; apart from the tree where Alpha is greater than 0, the rest of the Alpha is 0. aExtend is the expanded Alpha.
Mircosoft Game Dev
JANUARY 13, 2023
As always, a bunch of nice rendering fixes! Rendering: Only disable depth writing in opaque pipelines ( GH-71124 ). Rendering: Fix multiple issues that make the normal roughness texture unusable ( GH-71130 ). Rendering: OpenGL: Add support for FORMAT_{ETC2,DXT5}_RA_AS_RG ( GH-71248 ). See the list below.
Cocos
MARCH 24, 2024
Hi, I’m trying to use a simple 3d model (with a cube-mesh & material of effect “bultin-standard”) as basic object to be emitted in particleSystem My approach was to set “Render>RenderMode” to “Mesh” and fill the “Mesh” & “CPU Material” as I wanted The problem is the material won’t let me replace it if new material doesn’t use effect as (..)
Nvidia
MARCH 1, 2023
The solution also enables users to fill objects in with color, paint over them with an RBG brush, or cover regions with physically based rendering (PBR) materials. Shapeyard’s deep learning-based 3D model classification techniques filter content by relevant tags with two types of classificators: render-based and geometry-based.
Expert insights. Personalized for you.
We have resent the email to
Are you sure you want to cancel your subscriptions?
Let's personalize your content