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Showing results for tags 'sub'.
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Hey so I wanted to know how to decide a resolution to render to and then downscale the render; specifically get the user's screen width, *3 and then scale it down to /3 to get a subpixel effect, using 3 times more available pixels (also if probably causing artifacts). I don't even know if this method works so i would really know how to do this/a working method.
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Hello there, sorry I didn't find any topic (or searched with the wrong words) related to this. So look at the screenshot attached. I have this simple scene with just one mesh. This mesh has submeshes. I also have two hemispheric lights and one directional light. The ground receives shadow. Ok. But the mesh itself always gets black when "receiveShadow" is set to true. I tried bias value, every filter. Other light conditions. Nothing helped. So I always can't figure out what the shadowgenerator wants. How can I achieve that the desk throws shadows on itself? Thanks everyone for help!
- 15 replies
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- Self shadowing
- shadow
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Hello phaser community, I observed some kind of misbehaviour with group nesting. It seems that the reference for the nested group is lost and PIXI.DisplayObjectContainer is exposed instead. Look at the following Testcode. There is a sprite in a group which is added itself to another group. When I try to retrieve the nested group with #getAt it returns a PIXI.DisplayObjectContainer and not the Phaser.Group object. I think this is not an expected behaviour ? I digged that deep because my initial problem was (and still is) that #countDead is not working with nested group items because of this