Hi folks,
I was playing around with animated Shape objects with overlapping geometries. Think of dice faces with large white rectangle and blacks circles (dots) over. The issue is that the rendering looks horrible (on the player at least), dots keep flickering. I think this is because we see the actual rendering taking place on screen one shape after the other, and perhaps double buffering would be a nice addition to gideros ?
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https://github.com/memononen/nanovg
(Maybe i did not fully understand @hgy29 suggestion but it is nice to have vector drawing shape in gideros!)
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could double buffering be also a fix for this?
http://giderosmobile.com/forum/discussion/5574/android-performance-for-sprite-move#Item_16
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https://deluxepixel.com
https://deluxepixel.com
@SinisterSoft, As far as I understood, every sprite is drawn in every frame such that time spent in drawing the frame limits the fps. However is time spent rendering is short enough, frame rate is then limited to configured fps rate by sleeping between frame draws.
What I mean is does Z affect the size of the drawn shape or can it be set so Z doesn't affect the size and can be used for draw ordering?
What I want to do is sort my sprites based on Y position on the screen, using Z to do this would be a nice cheat - no need to use Lua to sort.
https://deluxepixel.com
Hopefully @ar2rsawseen will be able to prepare a beta version with 3D support when he have time.
Likes: SinisterSoft, pie
If it is the child order then not setting the Z will mean that existing programs are compatible - so it could then be a child of sprite/stage?
https://deluxepixel.com
However, if (and only if) your sprite is either a 3D mesh or a child of a 3D mesh, then additional depth testing is enabled on OpenGL. Depth testing dictates that pixels are drawn only if they are nearer than previously drawn pixels with depth testing enabled.
If you'd like to play around with upcoming 3D stuff, I have an AndroidPlayer apk that support it.
https://deluxepixel.com
https://deluxepixel.com