Remove Mesh Remove Render Remove Sprite
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Changing vertexData of a sprite in 2D in cocos creator 3.6.2

Cocos

but facing one issue depending on the sprite type mesh which is in CC2.4 where there is a function to create render data renderData.createFlexData but I could not find any way to do it in CC3.6. its creating static data I am not able to render the vertices count when they are changing continuously.(This Since in CC3.6

Sprite 40
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Handling complex calculation in C++ for better performance in iOS

Cocos

Main issue I have is that I am doing the renderdata(vertices) caculations every frame and updating to the sprite component which is heavy in JS without JIT in iOS. Is it feasible to update the render data directly in the C++ code if I move the calculations to C++ by any way. the spritetype Mesh is removed in 3.8. Thank you!

Sprite 40
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I want to draw more triangles of the component

Cocos

Firstly, Sprite is a quad, the mesh is static for easier usage. You can have a custom render component and make its mesh with multiple quad, but it really isn’t necessary. You can achieve gradient color within one quad. Just calculate color step in the fragment shader is enough.

Mesh 52
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Does Spine work with USE_INSTANCING?

Cocos

USE_INSTANCING is only for 3D mesh rendering. if you want to reduce draw calls for 2d objects(sprites, labels, and spines), it’s better to follow the batching mechanism.

Mesh 40
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Cocos Shader Tutorial 1.0 - about UV

Cocos

Here are the implementation of water wave effects on 2D sprites and 3D meshes: Preview Link The math behind it is simple, the water wave is simulated by the Sin function, and then the fluctuation range is increased in the Update function. _pass = this.node.getComponent(Sprite).material.passes[0]; x,waveFactor.y-uv0.y);

Shaders 98
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GLES2 renderer optimization - 2D batching

Mircosoft Game Dev

While Juan ( reduz ) has been busily working on Vulkan, the rest of the rendering team have not been idle. They have been working on many bug fixes and some improvements to the OpenGL rendering in the 3.x Up until now, the GLES2 2D renderer has been drawing primitives (such as rectangles) on an individual basis. How it works.

Render 52
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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. Rendering is even more straightforward, just use the Graphic component and draw lines directly. If I can pass this texture in between the direct rendering, then I get a 2D real fabric.

Build 98