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This is consistent with how most image file formats store pixel data, and with how most graphics APIs work (including DirectX, Vulkan, Metal, WebGPU, but not OpenGL). By default, the 3D Shader of Cocos will multiply the tile Tilling and add the Offset, and it also supports the flip repair for RenderTexture. x,waveFactor.y-uv0.y);
We’re also not bound to using the Resources folder like we are in Unity, so I’m going to use the folder “Data” instead since that makes more sense to me. In the Scene panel right-click on the Tile node and click Add Child Node. Type in mesh in the search and select MeshInstance3D.
By merging compatible render passes into native render passes (on platforms like Vulkan, Metal, and DX12), Unity reduces the amount of data transferred between the GPU and system memory, significantly cutting down on memory bandwidth usage. In some cases, Solid Angle Culling reduced ARTAS processing time by 60%.
Finger tracking itself is fully supported both through updating orientation of meshes, for which a sample scene is included in the plugin, and through animating a skeleton and bone deformation. Mobile GPUs are very different from desktop GPU, to make better use of limited access to fast memory mobile GPUs use a tile based architecture.
Mesh: Options to clean/simplify convex hull generated from mesh ( GH-50328 ). Rendering: Fixes depth sorting of meshes with transparent textures ( GH-50721 ). Android: Add basic user data backup option ( GH-49070 ). Mesh: Add a center_offset property to both plane primitive and quad primitive ( GH-48763 ).
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