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**Describe the bug (REQUIRED)**
I have a simple 3D scene that originally used the old shader pipeline. In my Lua code, I set up a few arrays of point light data (representing the light positions, col…
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**Is your feature request related to a problem? Please describe (REQUIRED):**
The GLSL ES spec does not define a default float precision for fragment shaders, so Defold have to specify it, and now it…
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Adding this to the bottom of scripts will prevent mouse wheel from scrolling a browser window while hovering cursor on the canvas. Important for games which use mouse wheel for whatever reason.
```…
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**Is your feature request related to a problem? Please describe (REQUIRED):**
I'm working on a project where I need to replicate Photoshop's "Color" blend mode to achieve specific visual effects. Cur…
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**Describe the bug (REQUIRED)**
As I was making a simple tilemap I spotted that I was getting what looked like pixel offset between adjacent tiles.
The issue seems to appear in an inconsistent man…
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When you add images to an atlas you could add for example
```
guy_jump_1
guy_jump_2
guy_jump_3
```
What if we could add
```
guy_jump_1_DIFFUSE
guy_jump_2_DIFFUSE
guy_jump_3_DIFFUSE
guy_jump…
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**THE PROBLEM:**
At the moment, sprites, labels and particles look flat when viewed in 3D from the side.
I'm talking about the "alignment to the camera" that is used for billboards.
Here's an exa…
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Needed for shader programs to look at relative UV space for various effects to be possible
https://forum.defold.com/t/repeating-texture/49201/10
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Probably the most frustrating thing in the Defold editor when working on 3D levels, assembled from 2D flat objects as sprites, tilemaps, is z-fighting. The objects are sorted by the distance of the pi…
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In order to keep draw calls to a minimum, we need to make use of instancing.
I.e. having a transform buffer go along with the draw call.
JCash updated
5 months ago