Remove Debug Remove Mesh Remove Texture
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Realistic Lighting in Justice with Mesh Shading

Nvidia

NetEase Thunder Fire Games Uses Mesh Shading To Create Beautiful Game Environments for Justice In December, we interviewed Haiyong Qian, NetEase Game Engine. Recently, NetEase introduced Mesh Shader support to Justice. Q: What are you trying to achieve by adding mesh shading to Justice? Q: How do Mesh Shaders solve this?

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Cocos Shader Tutorial 1.0 - about UV

Cocos

The vertical axes of textures and picture pixels is shown above, when sampling textures in shaders, that is from top to bottom, which is top-right corner. If your previous development experience is based on OpenGL, you may find that the texture on your grid is vertically flipped. the RGB of the color will be multiplied by 0.5

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The Top 10 Popular VR Game Development Tools

Logic Simplified

Its capabilities for VR content creation include comprehensive 3D modeling tools, advanced texturing and shading, animation and rigging, and integration with VR Devices. Draco 3D - 3D Optimization and Compression Tools Draco 3D is an open-source library by Google that is used to compress and decompress 3D geometric meshes and point clouds.

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Developer Shares Building Fabrics, Ropes, And Soft Bodies

Cocos

Analysis The whole effect can be split into two parts, one for the simulation of the mesh and one for the rendering of the mesh. Combined with the knowledge of the rendering, the texture is actually very close to the rendering vertex data. If I can pass this texture in between the direct rendering, then I get a 2D real fabric.

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Cocos Creator 3.7.2 Focuses On Optimized Rendering And Lighting Capabilities

Cocos

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.

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Does Spine work with USE_INSTANCING?

Cocos

Maybe spine outputs skinned meshes that don’t support instancing? v_instancedCol1; col2 = v_instancedCol1; col3 = v_instancedCol1; #else col1 = u_col1; col2 = u_col2; col3 = u_col3; #endif o *= texture(cc_spriteTexture, uv0); vec4 mask = vec4(texture(maskTex, uv0).rgb, Nothing special, but I’ve attached it below.

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Cocos Creator 3.8.4 has been released, faster, more stable, and easier to use!

Cocos

Support for Mesh Compression to Reduce Package Size When importing FBX, multiple compression methods are supported to reduce the package size. Projects can customize different build templates for the same platform according to actual needs, such as wechatgame-debug and wechatgame-release using different build templates.

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