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Set default material for Mesh

Cocos

After converting the Maya exported model to.c3t I can see that some Mesh are using default material. However, these textures do not exist. I am using cocos2d-x v3.17.x How can I set them to use the cc.SHADER_POSITION_COLOR and set the color as I want?

Mesh 40
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Set default material for Mesh

Cocos

After converting the Maya exported model to.c3t I can see that some Mesh are using default material. However, these textures do not exist. I am using cocos2d-x v3.17.x How can I set them to use the cc.SHADER_POSITION_COLOR and set the color as I want?

Mesh 40
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Set default material for Mesh

Cocos

After converting the Maya exported model to.c3t I can see that some Mesh are using default material. However, these textures do not exist. I am using cocos2d-x v3.17.x How can I set them to use the cc.SHADER_POSITION_COLOR and set the color as I want?

Mesh 40
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Realtime Rendering With OpenGL – A Students Perspective (Week 3)

Game Developer

Week 3 was focused on getting textures into the render engine, making a camera so the user can move around the scene, and the creation of a new mesh class that takes advantage of the VBO and EBO classes.

Render 187
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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?

Mesh 52
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How to Create a Game-Ready AAA asset

Logic Simplified

This is also a stage where you should not rush in order to get a perfect mesh flow. I used a Blinn Shader on the asset to spot any issues with the mesh. A high poly mesh model of the gun came into being. Then I unwrapped the low poly mesh model into three UV sets in order to get a good resolution of the textures.

Asset 81
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Use 3d model as base object of particle system?

Cocos

Hi, I’m trying to use a simple 3d model (with a cube-mesh & material of effect “bultin-standard”) as basic object to be emitted in particleSystem My approach was to set “Render>RenderMode” to “Mesh” and fill the “Mesh” & “CPU Material” as I wanted The problem is the material won’t let me replace it if new material doesn’t use effect as (..)

Mesh 52