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Found 9 results

  1. Hello, I'm using Phaser CE trying to make a very simple game were two cowboys shoot them but in the middle there is a Cactus which gets destroyed with every shot. I followed this example https://phaser.io/tutorials/coding-tips-002 run nice in every browser. So I have almost everything working in chrome but in Firefox I cant see anything drawn over the BMP. It's hard to simplify my original code. So I tried to build a very simple one to showcase my problem by extracting code from the example link. I just want to draw a whole when pressing key A. I also tried with diffe
  2. Hello. I've been experimenting and enjoying Babylon.JS; thanks for all the hard work on the library. I've been trying to blend loaded model bone animations and run into issues. The simplest case would be idle->walk->run loops. This has been mentioned a while back (pre v2) here, here, and here. While you can call custom animations on each bone (ie, arms get one frame set, legs get another), this doesn't help with easing between animations that use the same bone. Another suggestion was storing the combined animations in the model, but that doesn't allow for smooth transitions (or per
  3. Hello, fellow Phasorians! Using Phaser 2.2.1 and Canvas renderer. I have a weird problem which is most probably not a bug within Phaser, but it's something that I'm doing wrong. I've added a text instance using game.text.add(20,20,"hello",style) in the create() method, but for some reason it doesn't show up! I'm also rendering a tilemap on the canvas (tilemap is created AFTER the text instance). When I enable the layer.debug on all layers and set some alpha values around 0.3, I can see the text! However it's not the color I've defined (white fill with black stroke), instead it blends with
  4. Hi, I don't know how to describe or if it's the right term in the title.... I'm importing a kinematic model/hierarchy from blender (mesh with multiple submeshes) and have to change the transparency of the whole mesh. My problem is that the meshes are partially overlapping. Here is a simple playground: http://www.babylonjs-playground.com/#NL9YJ#1 I think it's self-explanatory. Is it possible to make Babylon use the distance vertex-camera for alpha blending and not the distance center-camera?
  5. Hi guys. I'm new to WebGL and other related stuff and I'm learning shaders. I haven't used pixi other than creating scene with a sprite and applying my shader to it following basic examples on Pixi site and some codepen I've found. I have created the shader I want to use on the ShaderToy. What it does is it creates some cool pattern out of given color, changing it from black to white through the mentioned color. If I were to apply it to the real scene, I would use Screen blending mode (which is pretty easy when you are writing shader, just invert colors, multiply them and invert back agai
  6. Will there be ever animation blending, transiting for BABYLON ? it's so great engine...... but for game genre I would like to do with that I need that smooth transitions.
  7. When increasing the graphics lineWidth and lowering its alpha, the outcome seems weird. See attached. This is a part of some blue filled shape drawn on a green background (the line's blue is a bit darker than the fill's blue). Notice how the line spans both the filled shape and the background, creating the illusion of 2 drawn lines. The problem is, the line is centered on the boundary of the filled shape. Is there an option to have it grow on its inside instead (so that it is touching, not centered on, the boundary)? It not, any ideas for a work around? Thanks!
  8. First of all what i am trying to do: Imagine a fiery ball that goes near thing that make them appear lighter... i am trying to make a glowing ball that blends with certain objects. So imagine a scene in which there is a background, some other stuff, and rocks. A glowing ball follows mouse with opacity halfed. now this ball of light needs to blend in addition to being opaque with rocks and not with background and other stuff. My approach: not saying it's the best but i intended to make two glow balls one that was opaque and one that would blend with objects and would remain masked out other
  9. Hi all First of all, I wanted to thank/congratulate the creators of pixi.js; it is a great library! However I'm trying to achieve a relatively simple effect, but can't seem to figure out how. I've been playing around and looking through documentation, and it seems there is no way to blend color with a texture? I've tried masking, but as the description says this only appears to use the shape, not the color, of the mask. Is there a way to do this in pixi? If so, how? I'm using the autoDetectRenderer, as I want to support webGL and canvas devices. Obvisouly this would be easily doable with a
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