Remove Mesh Remove Sprite Remove Texture
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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. _pass = this.node.getComponent(Sprite).material.passes[0];

Shaders 98
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Coloring of billboard is white?

Cocos

By test case i am assuming a way to recreate, I simply created a node with a billboard component and used a sprite as the texture. The color changes based on what is behind the billboard: The ‘water’ behind the white icon is a plane mesh I can bring the icon back to normal color by compromising the water material (see next reply)

Mesh 52
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Godot Tactics RPG – 01. Intro & Setup

The Liquid Fire

Resources just feels like it should be things like 3d Models and Textures, but if you want to stick with the original, that’s fine. The first thing to download will be the sprites and textures from the original tutorial. 02_TacticsRPG_Textures.zip Unzip the folder and move Dirt.png into the Textures folder.

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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.

Build 98
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Does Spine work with USE_INSTANCING?

Cocos

Hello, I’m working on a custom material/effect with a USE_INSTANCING branch that works on sprites, but does not work on a spine character. Maybe spine outputs skinned meshes that don’t support instancing? I’ve tried the different animation cache modes, and enable/disable batch. Nothing special, but I’ve attached it below.

Texture 40
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GLES2 renderer optimization - 2D batching

Mircosoft Game Dev

Right now batching has only been implemented for rectangle primitives (which includes tilemaps, text, sprites, and many GUI nodes). Similarly, batches must share a texture, material, blend mode, shader, and skeleton. Top: 10,000 Sprites with a randomized modulate and position. Left is without batching, right is with.

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Vulkan progress report #2

Mircosoft Game Dev

to use specular and shininess both as parameter and as textures supplied to Sprite, AnimatedSprite, Polygon2D and other nodes. One interesting effect of the new material system is that there is now no restriction on the amount of textures your shaders can use. Because of this, it will be possible in Godot 4.0 2D materials.

Shaders 52