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.
Cookie Settings
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
Cookie Settings
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.
Strictly Necessary: Used for the proper function of the website
Performance/Analytics: Used for monitoring website traffic and interactions
Animation: Fix incomplete FPS spinbox display in sprite frames editor ( GH-101798 ). Shaders: Fix source_color default value ( GH-101642 ). something that worked in a previous release is now broken) and significant new bugs introduced by new features. See the GitHub issue tracker for a complete list of known bugs.
One shader is used, only the sprite texture changes. Do you need some tweaks or is this a bug? The HelloWorld texture has a size of 196 X 270. I scaled it up in the graphics editor to 400 x 554 and the distortion is barely noticeable.
Sorry to litter up the forums with a question like this but I couldn’t find anything about it anywhere online… So… I have made some shaders that use time to essentially animate themselves. Whenever I attach them to a material, and then a sprite in the engine, I can see them moving in the editor as expected.
Sorry to litter up the forums with a question like this but I couldn’t find anything about it anywhere online… So… I have made some shaders that use time to essentially animate themselves. Whenever I attach them to a material, and then a sprite in the engine, I can see them moving in the editor as expected.
We took a bit longer to prepare this beta as there were a number of fairly big GDScript refactoring PRs (needed to fix many bugs), which we wanted to merge all at once. Rendering: Use proper indices for lights, decals, and reflection probes in mobile scene shader ( GH-70929 ). Bug reports.
They have been working on many bug fixes and some improvements to the OpenGL rendering in the 3.x Right now batching has only been implemented for rectangle primitives (which includes tilemaps, text, sprites, and many GUI nodes). Similarly, batches must share a texture, material, blend mode, shader, and skeleton.
We took a bit longer to prepare this beta as there were a number of fairly big GDScript refactoring PRs (needed to fix many bugs), which we wanted to merge all at once. Rendering: Use proper indices for lights, decals, and reflection probes in mobile scene shader ( GH-70929 ). Bug reports.
Yes, some more invalid OpenGL state was fixed and a first attempt to get spatial shaders working and then this could be seen. This point actually took most of the development time this month, it was a rather frustrating and iterative process to find out how to best handle materials and shaders. The TIME variable in shaders?
Custom shaders Gain control over your game’s visual style and performance by creating custom shaders. Shader programming allows you to manipulate lighting, textures, and visual effects, resulting in unique and optimized visuals. Iterate based on feedback to refine gameplay, fix bugs, and enhance the overall experience.
branch is worked on in parallel and receives minor updates to fix bugs, improve usability and occasionally add some compatible features. Among a wide array of bug fixes to the GLES2 and GLES3 renderer, they also designed and implemented a 2D batching system for GLES2 , which greatly optimizes the 2D rendering performance in many situations.
Import: Fix texture atlas generation when source sprite is larger than generated atlas ( GH-55094 ). Particles: Fix for double use of seed in random shader variables ( GH-55607 ). Bug reports. As a tester, you are encouraged to open bug reports if you experience issues with 3.4.1 if something that worked fine in 3.4
Import: Fix texture atlas generation when source sprite is larger than generated atlas ( GH-55094 ). Particles: Fix for double use of seed in random shader variables ( GH-55607 ). Bug reports. As a tester, you are encouraged to open bug reports if you experience issues with 3.4.1 if something that worked fine in 3.4
Talk/demo: How I grow with grass shader | Krzysztof Jankowski ( w84death ). My story of learning shaders the hard way - by doing an awesome grass shader! Basic way to get a normal mapped 2D sprites from Blender to Godot, and a few fun things you can do with them in Godot.
Though there will be some small tweaks and fixes, and with any luck, not too many new bugs. We’re not really doing anything with shaders or post processing in the tutorial, so depending on where you want to take the tutorial later, its really up to you which you choose. About Me Who am I? We’ll start with the Dirt texture.
Visual shader editor. Lots and lots of driver bugs in mobile and desktop. Even modern flagship devices still ship with crippling driver bugs. Some shader features will not work and throw an error when used (which is to be expected when using an older OpenGL version). Visual shader editor. Revamped 2D editor.
Lumencraft is a top-down shooter with base-building elements where you're a lonely little digger sent into bug infested underground caves. Overriding properties like script variables, or sprite color via modulate property, allows to make asset variations easily. Another thing that was quite useful is the option to quickly test shaders.
The engine should be able to render and simulate 200+ lightweight game objects -- frame-animated sprites with simple collision, no fancy physics or shaders. Most updates within the last year have been small bug fixes, and momentum for big future features has stalled. (Reminder: for iOS, that means WebGL 1.0 and no WASM.)
We organize all of the trending information in your field so you don't have to. Join 5,000+ users and stay up to date on the latest articles your peers are reading.
You know about us, now we want to get to know you!
Let's personalize your content
Let's get even more personalized
We recognize your account from another site in our network, please click 'Send Email' below to continue with verifying your account and setting a password.
Let's personalize your content