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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. 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). x,waveFactor.y-uv0.y);

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The Spine Animation Story at Logic Simplified

Logic Simplified

Drawing a Spine-friendly character means you also need to draw parts of images that are normally obscured, as the visibility can change as the sprite moves. Each image part was converted to mesh. The USP of Spine animation software is how smoothly it converts an image part to mesh. A side pose is easier to animate.

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GLES2 and GDNative, progress report #4

Mircosoft Game Dev

Last time I promised more fancy screenshots, here some perspective-correct renderings of some meshes. Meshes with similar shaders can be grouped together so that shaders don't need to be unloaded and loaded again, and many other cool things. branch of the GDNative-demos repository here. branch of the GDNative-demos repository here.

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Release candidate: Godot 3.4.1 RC 2

Mircosoft Game Dev

Import: Fix texture atlas generation when source sprite is larger than generated atlas ( GH-55094 ). Import: Fix crash when exporting meshes to glTF that have no skin ( GH-55246 ). macOS: Fix driver crash when enabling per-pixel transparency on M1 macs ( GH-55464 ). Input: Add Input.is_physical_key_pressed() method ( GH-55251 ).

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Release candidate: Godot 3.4.1 RC 3

Mircosoft Game Dev

Import: Fix texture atlas generation when source sprite is larger than generated atlas ( GH-55094 ). Import: Fix crash when exporting meshes to glTF that have no skin ( GH-55246 ). macOS: Fix driver crash when enabling per-pixel transparency on M1 macs ( GH-55464 ). Input: Add Input.is_physical_key_pressed() method ( GH-55251 ).

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Maintenance release: Godot 3.4.1

Mircosoft Game Dev

Import: Fix texture atlas generation when source sprite is larger than generated atlas ( GH-55094 ). Import: Fix crash when exporting meshes to glTF that have no skin ( GH-55246 ). macOS: Fix driver crash when enabling per-pixel transparency on M1 macs ( GH-55464 ). Input: Add Input.is_physical_key_pressed() method ( GH-55251 ).

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Maintenance release: Godot 3.2.2

Mircosoft Game Dev

This drastically reduces drawcall-related bottlenecks and can give massive gains in specific scenarios (drawing lots of sprites, big TileMaps, text rendering). Top: 10,000 Sprites with a randomized modulate and position. Bottom: 8 layers of a screen full of "A"s with two Sprites intermixed. Can you spot the difference?

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