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Good evening, I just finished writing my own custom shader to create 2D shadows on sprites, but I can’t find a way to increase the render area of the sprite. The sprite size is 450x450, I created an atlas and used the trim option, this reduced the frame to 156x393. Is there a way to increase the render bounds?
Hi, Is there any way to change color of SpriteRenderer Currently , I am using cocos 3.8. I just want to change sprite color tint in runtime, Or if it is possible to do with 3d material so good to know ,how can I achive that.
The Unity Profiler provides tools for detecting issues that affect CPU, GPU, rendering, and memory performance. Rendering Analysis: Monitors draw calls, overdraw, and other performance metrics. Rendering Analysis: Monitors draw calls, overdraw, and other performance metrics.
SpriteRenderer does not provide an interface to modify the color. You can change it by modifying the material. To modify the material, you need to add color parameters to the corresponding shader. Like this surface-effect.effect.zip (1.2
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.
Hello all, I have a shader that takes the alpha value of one texture and applies to a sprite frame. Do render Textures not support alpha in cocos? Basic masking functionality without using the mask component.
Hello all, I have a shader that takes the alpha value of one texture and applies to a sprite frame. Anyhow, the shader works, I can set it up on a spriteframe and it works as expected… however, when I add the render text. Basic masking functionality without using the mask component.
But the render overhead is quite high compare to sprite even when I set timeScale = 0 and cache to SHARE_CACHE. Hi, in my game I used alot of spine animation. I don’t want to create separate for that spine to save memory usage. So how can I optimize this? Thanks in advance.
perfecto: there is another picture, 50 items in list with same sprites which in autoatlas but still more 100 drawcalls, where is Batching? Remove Label and see the magic. Label will cut auto-batching.
Original: [link] Author: BitByBit Outer Stroke Effect for 2D Sprites Continuing from the previous article Inner Stroke Effect for 2D Sprites Introduction In the last article, we introduced the method of inner stroke and also discussed its pros and cons. However, the advantages are obvious. So, it’s up to you to decide.
there is another picture, 50 items in list with same sprites which in autoatlas but still more 100 drawcalls, where is Batching? hi dev team, i’m confused, why hidden nodes considering as Drawcalls, how it works? in black area there is a Listview with items, and it’s considering as 300 drawcalls (CC 2.4.6)
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
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); _handle = this._pass.getHandle("waveFactor");
Please use the issues in our engine repo GitHub Issues · cocos/cocos-engine Cocos Engine is an open-source framework for building 2D & 3D real-time rendering and interactive contents, especially video games, which can be deployed to mobile, desktop and web. It is inher.
This beta includes a few big changes which may interest a lot of users: Animated sprites, both 2D and 3D, now support options for more precise timing of individual frames ( GH-65609 ). Editor: Bring back the renderer options button on the main editor ( GH-70500 ). Rendering: Add options for sorting transparent objects ( GH-69998 ).
Hello, I tried to use the cocos2d-x preset, but I got a weird render for the SpriteRenderer. (I I see that I have to disable the Trim for the Sprite component here: TexturePacker, the trim lost the positions ). The left sprite is a normal.png. The 2 others sprites are from texture packer. They are stretched and cropped.
My case is: only one 3d model + 3d camera + active post process FXAA on that camera + active render texture for that camera, then use sprite to display render texure on UI. With change FXAA to TAA, I got different result: FXAA => black background around 3D model. TAA => transparent background around 3D model.
My case is: only one 3d model + 3d camera + active post process FXAA on that camera + active render texture for that camera, then use sprite to display render texure on UI. With change FXAA to TAA, I got different result: FXAA => black background around 3D model. TAA => transparent background around 3D model.
My case is: only one 3d model + 3d camera + active post process FXAA on that camera + active render texture for that camera, then use sprite to display render texure on UI. With change FXAA to TAA, I got different result: FXAA => black background around 3D model. TAA => transparent background around 3D model.
My case is: only one 3d model + 3d camera + active post process FXAA on that camera + active render texture for that camera, then use sprite to display render texure on UI. With change FXAA to TAA, I got different result: FXAA => black background around 3D model. TAA => transparent background around 3D model.
I export the rendered terrain from Blender as a RGBA image but with alpha value set to depth. The graphics backend rewrite took a while. However, the situation is now good. Everything is just one big texture. This gives me freedom in level design and saves work making tiles… tileable. So it’s RGBZ.
To explain the idea of how shaders work, let's consider a very simple shader for drawing a sprite to the screen. Our sprite is 32x32 pixels in size, and it must be drawn at some position. The following OpenGL code sends the sprite to the shader for drawing: OpenGL Commands. Multiply by 2. Substract (1, 1). 1 range for drawing).
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.
halx99: I think you needs this fork which implement win32 video player based on microsoft media foundation: [link] now axmol support play video with spriterender on all platforms: GitHub GitHub - axmolengine/axmol: Axmol Engine – A Multi-platform Engine for.
the cc_spriteTexture is an internal sampler used by 2d render pipeline when rendering a sprite. UnGamer: I have changed layout(set = 2, binding =12) uniform sampler2D cc_spriteTexture; why did you change the layout of cc_spriteTexture ? please keep it as the origin.
and the rendering is fine. Hi, I did a test using the image you provided on version 3.7.1 Can you please help me to confirm if there is a problem with the following settings.
and the rendering is fine. Hi, I did a test using the image you provided on version 3.7.1 Can you please help me to confirm if there is a problem with the following settings.
2D Renderable Components Batching Guidelines | Cocos Creator , Please increase the value of BATCHER2D_MEM_INCREMENT under Project Project Settings Macro Configurations for a try.
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. Combined with the knowledge of the rendering, the texture is actually very close to the rendering vertex data.
This beta includes a few big changes which may interest a lot of users: Animated sprites, both 2D and 3D, now support options for more precise timing of individual frames ( GH-65609 ). Editor: Bring back the renderer options button on the main editor ( GH-70500 ). Rendering: Add options for sorting transparent objects ( GH-69998 ).
As mask use stencil test, it will render twice, first render stencil, second render the sprite. So the performance is slow. Can you paste an image describes the result? Then may be we can discuss if there are some other features to achieve it.
I created a game in which I added a shader; it works fine in web mobile and Android, but in iOS it gives an error during rendering. CocosCreator.app/Contents/Resources/resources/3d/engine/native/cocos/renderer/gfx-metal/MTLCommandBuffer.mm: line 904 17:49:37 [ERROR]: Sampler binding cc_spriteTexture at set 2 binding 12 is not bounded.
With the right tools, you can turn simple sprites into stunning displays of art and movement. It offers a special environment for making detailed sprite sheets and animations, perfect for creating old-school, nostalgic effects. TexturePacker Optimizing sprite sheets is important for better performance, especially on mobile devices.
My case is: only one 3d model + 3d camera + active post process FXAA on that camera + active render texture for that camera, then use sprite to display render texure on UI. With change FXAA to TAA, I got different result: FXAA => black background around 3D model. TAA => transparent background around 3D model.
My case is: only one 3d model + 3d camera + active post process FXAA on that camera + active render texture for that camera, then use sprite to display render texure on UI. With change FXAA to TAA, I got different result: FXAA => black background around 3D model. TAA => transparent background around 3D model.
Are you using this material with normal Sprite component ? by default it’s not activated in Sprite component because the commitComp was invoked without any transform data github.com cocos/cocos-engine/blob/develop/cocos/2d/components/sprite.ts#L579-L581 If so, how did you activate USE_LOCAL for it ?
What you need is to control enable of renderable component, like MeshRenderer , Sprite Node is a node, which is pure logical, it doesn’t have a visibility state.
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.
When a game is “published”, the number of pixels rendered, and the aspect ratio used, are determined by the device that the game is running on, such as a television screen, web page, or even mobile device. Any remaining space that appears as a result of mis-matched aspect ratios, will just be left rendering black pixels.
Here is its documentation: [link] By obtaining the content of the 3D camera using RenderTexture, you can use 2D UI Sprite to render the RenderTexture. You can try using RenderTexture to accomplish this task.
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