Is it possible to do following effects in cocos2d for iphone.
1) Boiling water with bubbles
2) balloons falling down
Take a look at Particle Designer from 71 Squared, it's really helpful.
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I recently tried my app on mobile and noticed some weird behavior, seems like camera near plane is clipping the geometry however other objects at the same distance aren't clipped... Materials are StandarMaterials, depthTest and depthWrite are set to true.
I must add I can't reproduce this issue on my desktop. Which makes it difficult to understand what's going on, since it's working perfectly at first sight.
Here are 2 gifs showing the problem:
You can see the same wall on the left in the next gif
Thanks!
EDIT:
It seems the transparent faces (on mobile) was due to logarithmicDepthBuffer = true (but don't know why?) and I also had additional artefacts cause by camera near and far planes being too far from each other producing depth issues (see Flickering planes)...
EDIT 2:
Well I wasn't searching for the right terms... Just found this today: https://github.com/mrdoob/three.js/issues/13047#issuecomment-356072043
So logarithmicDepthBuffer uses EXT_frag_depth which is only supported by 2% of mobiles according to WebGLStats. A workaround would be to tesselate the geometries...
Well I wasn't searching for the right terms... Just found this today: https://github.com/mrdoob/three.js/issues/13047#issuecomment-356072043
So logarithmicDepthBuffer uses EXT_frag_depth which is only supported by 2% of mobiles according to WebGLStats. A workaround would be to tesselate the geometries or stay with linear depth buffer...
Additional artefacts caused by camera near and far planes being too far from each other producing depth issues (see Flickering planes)...
You don't need a logarithmic depth buffer to fix this. You've succumbed to the classic temptation to bring your near clip REALLY close to the eye and the far clip very far away. This creates a very non-linear depth precision distribution and is easily mitigated by pushing the near clip plane out by a reasonable amount. Try to sandwich your 3D data as tightly as possible between your near and far clip planes and tolerate some near plane clipping.
Hi i'm working on a vr project with threejs and an oculus rift.
I made a 24 meters wide 360 stereoscopic video
but when i try to display some text in front of it
i have some strange trouble vision effect or kind of eye separation issue.
if anyone has an idea... thanks :/
The text must always be closer than anything it obstructs on the video for this to work. That is, if the 360 cameras took images with nothing closer than 1.5 meters, the text should be at around 1.2 meter.
Disabling the head movement effect on the text will help too (keep the rotation, just disable the translation).
And 24 meters is a bit low, try a few hundred, maybe a kilometer. Remember that the video must look like it's in the infinite range and both head movement and IPD must be completely ignorable.
I have an NSScrollview with a large canvas that can be scrolled and zoomed etc. When I scroll diagonally at an angle of around 20 degrees from vertical it's really jerky (using a track pad.) This jerkiness even continues as the scrolling animates to rest.
All other angles of scroll are buttery smooth - which makes me think it's got something to do with a preference for vertical scrolling (predominant axis scrolling is disabled.)
The effect only seems to happen when I'm using layer backed views.
Anyone know what's going on here?
Thanks
Craig
Confirmed bug in OSX Yosemite (by Apple DTS)
I have about 150 sprites in the scene and the half of them are static and share the same sprite. Now what happens here is that I get about 50 draw calls along with the gui elements and my main camera which draws those sprites cannot draw them without decreasing the performance. I get about 38 fps when I'm supposed to get at least 59 and boy, isn't it significant. The profiler indicates that Main camera has a hard time drawing "Render.TransparentGeometry" which breaks down to 3 more elements, the one with the hightest percentage says "RenderForwardAlpha.Render".
I'm guessing it's because %30 of each sprite is transparent? If that's the case how can I fix it? I mean this engine is not that weak I know there's a way to solve it.
It's probably a good idea to look at atlasses in Unity's "Sprite Packer" to help reduce draw calls: http://docs.unity3d.com/Manual/SpritePacker.html
I want to display a bitmap on a WP7 in vertical position, but it rotates it 90 degrees and coordinates are in landscape position. Is it possible to make WP7 display everything in vertical mode and make coordinates starting from top left corner in vertical mode? If not, whats the best way to display my bitmaps in vertical mode? Should I rotate my bitmaps when I design them, or should i use rotation in my drawing functions? I use XNA spriteBatch.Draw to draw my bitmaps, but it has some advanced rotation techniques that I don't understand.
XNA apps are based on the assumption that the game will be displayed in landscape mode. Whether it's easier/better for you to rotate things at design time or when displayign them in the app will depend on various factors, including: what the game does; your preferences; the number of items; the impact on movement calculations; etc...