![]() Self:addChild (mesh ) local function onEnterFrame (event ) local x = w / 2 * s (event. ) local mesh = Mesh.new ( ) -local w=256 -local h=256 PicShyder = Core.class (Sprite ) function picShyder:init (pic,w,h ) local texture = Texture.new (pic ) local effect = Shader.new ( "vs", "ps", 1, Normalize class names for androidĪs usual, you can get the latest version here: Ignore exception on buffer based text input Fix shader uniforms initialization, reduce Win10 SDK minimum version ![]() hitTestPoint and related functions shouldn't return true if Sprite isn't on screen Fix reporting of minimum size for empty textfields (for layout) Use the previous separator length and not the current one when computing current line width Upgrade to 1.6.3, add unicode support for windows, report AHS flags for windows Core.class now accepts a destructor has third arg Allow anchoring by floating point amount Add Chroma plugin by Add share plugin (Android/iOS) A library is provided to allow writing shaders in lua, in a platform independent way There is an example project to show how easy it is to add effects using Lua. Gideros now has initial support for Lua Shaders! If you code your shaders in Lua then Gideros will automatically translate them to the export platforms native shader language - eg GLSL, HLSL or MTL. There is one addition that really need emphasising:
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