![]() ![]() 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).
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