| bio | website | |
|---|---|---|
| location | Grenoble, France | |
| age | 30 | |
| visits | member for | 6 months |
| seen | Jan 28 at 8:13 | |
| stats | profile views | 2 |
Web/mobile application developer
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Jan 20 |
accepted | Blending transition in cocos2d |
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Jan 20 |
answered | Blending transition in cocos2d |
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Jan 8 |
comment |
Blending transition in cocos2d But what if I have animations running on the children (translations, scaling,...) |
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Dec 17 |
asked | Blending transition in cocos2d |
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Nov 7 |
comment |
cocos2d fragment shader transparency Just the default blending mode (GL_ONE, GL_SRC_MINUS_ALPHA) I guess |
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Nov 7 |
asked | cocos2d fragment shader transparency |
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Nov 1 |
awarded | Scholar |
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Nov 1 |
comment |
cocos2d mask rotation Well, finally I 'kind of' made it work if both texture & mask images are in the same spritesheet, by providing 3 uniforms: rotation angle, translation between the 2 image areas inside the spritesheet and center of the texture (for the rotation) |
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Nov 1 |
accepted | cocos2d mask rotation |
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Nov 1 |
comment |
cocos2d mask rotation Thanks, I managed to make it work in the case where images are not inside a spritesheet. But if they are, I guess I need to provide extra uniforms for the position of mask/texture area inside the spritesheet, right? |
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Nov 1 |
awarded | Supporter |
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Oct 30 |
awarded | Student |
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Oct 30 |
asked | cocos2d mask rotation |