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4

The artifacts are caused by scaling the images using point sampling / nearest neighbourhood filtering, which effetively doubles some of the pixels from the original image. To get better results, switch to bilinear filtering which uses weighed average of multiple pixels. The result will be a little blurry, but should look a lot better than the current one. ...


3

Yeah, most games use a model's rigging and apply animation tracks to the bones in real time based on things happening in the game or player input. Animations can also be blended between to make new animations or transition from one animation to another. Animations can also be combined such that the lower half of a body is playing one animation and the ...


3

You draw out your first path, and it has no knowledge of other upcoming paths. Once you draw your second path (overlapping the first) you need to update your first path again, so that it knows about the second path. This is just a bad way of doing it. A better option would be to draw out all your paths first, and then check the neighbors in a second ...


3

Because the default settings on the web player are low and on the unity editor are good. You can go to Edit > Project Settings > Quality, the default settings checkbox is in green light, you can change it in row Default and pressing the dropdown arrow.


2

I guess you refers to this shader. That's not an "anomaly", it's how this shader is supposed to work(not a great result imho). So let's have a quick look to the relevant code: float3 norm = mul ((float3x3)UNITY_MATRIX_IT_MV, v.normal); This first line transforms the normal from object space to view space. float2 offset = ...


1

found the solution. quad[0].position = sf::Vector2f(x, y); quad[0].position = sf::Vector2f(xsize, ysize);* now fps is like 1100


1

Verdict: One of the cBuffers was set to the incorrect stage. Edit: I'll leave this here because it was irrelevant, but not entirely worthless in the future. If your structs are cbuffers, they should be of type cbuffer. cbuffer cbBaseLight : register(b0) //16*2=32-bytes { float4 color; float4 intensity; }; cbuffer cbDirectionalLight : register(b1) ...


1

In practice, the same features should be exposed to you, so it shouldn't make a difference in terms of functionality. It may be worth developing with a consumer (gaming) graphics card just to be more like the users who'll eventually play it, but your users will have such a variety of different cards it may not make a difference, really :) (And you'll want to ...


1

You're currently drawing the following lines: From point 0 to point 1. From point 1 to point 2. From point 2 to point 3 (wrong!). From point 2 to point 0. j < 3 should be j < 2.



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