![]() Wow indeed sounds like a super nice proposal, I need to look at those procedural textures too. Which would give you all the lighting support a d alpha support you would want, plus you could pass the textures to a secondary process and do any effects. If I had made this today would have gone that route. The 2D area still feel kinda young sometimes Sometimes, I wonder if I’m not not a weirdo, looking for this kind of feature in BJS. No sorting issues, I just report it because I’m used to play with this alpha property on standard materials, and I was just a bit surprise to realize it was not working here (and double surprised when I realized it was exposed in the editor anyway) I think most people dont know about this feature or they did not realize what it’s possible to do with it. That was kinda my feeling when using it, I mostly based my tests on the doc and the sample, but I was surprise to not find more about this cool feature in the forum or in the playgrounds So I’m interested to see how far can BJS go nowadays.ĪND FINALLY WOOP THANK YOU! I was wondering if anyone was gonna use it I already had 2-3 projects in the past I had to fallback on pixi.js or phaser because the spriteManager was a bit too limited for 2D. No worries, I’m not in hurry, so far I’m just doing some personal testing for potential future project. Let me get some input about the normal maps and then Ill do a PR for you. I would have to add an entry point to that, but totally could. No idea about the NME aspect ask hes a wizard.ĪND FINALLY WOOP THANK YOU! I was wondering if anyone was gonna use it, I thought it was a pretty niffy system as no other way could you draw billions of animated spites all with their own timings with like 1 draw call… <3 Is there a way to easily reuse existing feature like the spritemap and just overwrite the fragment shader 3 used (or even better change it directly in the node material editor), like adding a 2nd pass ? I believe you could work out some nifty postpass effects for the water and stuff, maybe if I get some time on one of my days off here Ill try to figure that out, it would be a very cool addition. So it support might be hindering on you reusing the elements in the SpriteMap as a custom shader? I could look at adding the support here for lights from the Standard material and have it react to the same light model as everything else if you have a normal map. Normal maps was planned, but told me to hold off on that an let users do it with their own shaders I believe (if I remember that conversation correct). Quick question, with the alpha stuff are you having any sorting issues cause that was something I noticed might be a problem later and never really had a chance to test it. I have like 20 things to do today (on my day off mind you). Or if it’s not possible directly, is there a way to export the texture or a spritemap and apply it on a mesh with a dedicated shader ?.Is there a way to easily reuse existing feature like the spritemap and just overwrite the fragment shader used (or even better change it directly in the node material editor), like adding a 2nd pass ?.(most of the other effect I think about are doable with particles and sprites only) I was looking to have some effect on some layers or spriteMap (example: water deformation on water sprites, heat deformation in hot area or more advanced, a slight ground reflection in humid area).I was looking to have 2D sprite normal map and have a basic 2d lights over my maps (Sprite dlight, sprite illuminator, unity 2d light, …).Apparently the alpha mode is working but not the alpha parameter above, quite confusing as I was trying to do some fade-in/fade-out.It’s simple and the performance it can deliver are really cool and I managed to get few interesting 2D prototype running with it.īut the are few things I would like to do to continue and get better 2D graphics, and I dont really know how to do that in an efficient way without re-implementing everything manually: It’s a really nice evolution and improvement of the SpriteManager. I was testing babylon 4.1 new features and I really like the job done on the SpriteMap ( )
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