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Engine • Added DebugView at runtime UI control rendering debugging function. See the documentation “Render Debugging - Run Time Using Render debugging”: [link] • When the node animates, add the tween ‘destroySelf’ method to destroy the front nodal point. x users upgrade. Skip rendering when the UI element Opacity is 0.
load meshes. render meshes. Because of some stupid typos I had a hard time getting this right, but at least I got a nice UV-debug screenshot out of it. With that done, the editor almost rendered correctly, except for some incorrect clipping. Done January 2018. bring GDNative API into stable state. improve C++ bindings.
Clipping Distance 2D games are unlikely to use this, but for some 3D games with adjustable views, you can reduce the rendering burden and improve performance by shortening the clipping distance. Mesh LOD can be switched not only based on distance but also based on the performance level of devices.
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