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Burstyx Studio | Casual game developing

Burstyx Studio, Casual game developing

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Burstyx Studio | Casual game developing | burstyx.com Reviews

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Burstyx Studio, Casual game developing

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Rivers | 啊呜喵

http://awumiao.com/author/admin

This entry was posted in Uncategorized. August 15, 2016. Gl Position = CC PMatrix * a position;. Gl Position = CC MVPMatrix * a position;. 最后,移除shader的时候,别忘了使用SHADER NAME POSITION TEXTURE COLOR而不是SHADER NAME POSITION TEXTURE COLOR NO MVP。 This entry was posted in Uncategorized. May 10, 2016. 你是否了解团队中的每个人的工作能力 你是否了解每个人的工作状态 你是否了解他们之间的配合程度 你是否了解每个人对项目的理解 等等。 因此1 1绝对小于2,更不用说1 1 1了。 This entry was posted in Uncategorized. May 6, 2016. This entry was posted in Uncategorized. May 3, 2016. February 21, 2016.

awumiao.com awumiao.com

grayscale | 啊呜喵

http://awumiao.com/tag/grayscale

Bool HelloWorld: init() { if (! ATTRIBUTE NAME TEX COORD. VERTEX ATTRIB TEX COORDS. Attribute vec4 a position; attribute vec2 a texCoord; attribute vec4 a color; varying vec4 v fragmentColor; varying vec2 v texCoord; void main() { gl Position = CC MVPMatrix * a position; v fragmentColor = a color; v texCoord = a texCoord; }. 转自 http:/ discuss.cocos2d-x.org/t/how-to-use-opengl-shader-in-cocos2d-x3-0/12430. This entry was posted in Uncategorized. August 5, 2014. Proudly powered by WordPress.

awumiao.com awumiao.com

用NGUI UIPanel实现简单的遮罩 | 啊呜喵

http://awumiao.com/ngui-uipanel-mask

注意 如果与UIPanel有父子关系 包括间接 的任何GameObject有缩放,必须保证他们的x,y,z缩放值是一样的,否则遮罩将不起作用。 This entry was posted in Uncategorized. May 20, 2014. 转]在cocos2dx 3中使用Shader实现Sprite的灰度显示 →. Leave a Reply Cancel reply. Your email address will not be published. Required fields are marked *. Proudly powered by WordPress. Enter the destination URL. Open link in a new tab. Or link to existing content. No search term specified. Showing recent items. Search or use up and down arrow keys to select an item.

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shader | 啊呜喵

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Gl Position = CC PMatrix * a position;. Gl Position = CC MVPMatrix * a position;. 最后,移除shader的时候,别忘了使用SHADER NAME POSITION TEXTURE COLOR而不是SHADER NAME POSITION TEXTURE COLOR NO MVP。 This entry was posted in Uncategorized. May 10, 2016. Http:/ afsharious.wordpress.com/2014/07/04/gotchas-post-shader-effects-in-cocos2d-x/. Https:/ github.com/saeedafshari/ShaderLayer.git. Auto shaderLayer = ShaderLayer: create( game.glsl ); addChild(shaderLayer);. This entry was posted in Uncategorized. September 22, 2014.

awumiao.com awumiao.com

Unity如何禁止手机进入自动休眠 | 啊呜喵

http://awumiao.com/unity-preventing-mobile-auto-enter-sleep-mode

UIApplication sharedApplication].idleTimerDisabled = YES;. GetWindow().setFlags(WindowManager.LayoutParams.FLAG KEEP SCREEN ON, WindowManager.LayoutParams.FLAG KEEP SCREEN ON);. FLAG KEEP SCREEN ON. FLAG KEEP SCREEN ON. This entry was posted in Uncategorized. May 5, 2014. 用NGUI UIPanel实现简单的遮罩 →. Leave a Reply Cancel reply. Your email address will not be published. Required fields are marked *. Proudly powered by WordPress. Enter the destination URL. Open link in a new tab. Or link to existing content.

awumiao.com awumiao.com

Atlas | 啊呜喵

http://awumiao.com/tag/atlas

为什么要用Texturepacker去生成NGUI的Atlas呢 很简单,因为NGUI自己的Atlas Maker不好用 特别是在有半透明图像的情况下,经常会导致UI原件的边缘有杂色。 将图片导入TexturePacker,格式选择Unity – JSON data(.txt),图片格式PNG,可选Premultiply alpha。 创建一个空GameObject,通过Add Component添加一个UIAtlas脚本NGUI- UI- Atlas。 This entry was posted in Uncategorized. April 23, 2014. Proudly powered by WordPress.

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mask | 啊呜喵

http://awumiao.com/tag/mask

注意 如果与UIPanel有父子关系 包括间接 的任何GameObject有缩放,必须保证他们的x,y,z缩放值是一样的,否则遮罩将不起作用。 This entry was posted in Uncategorized. May 20, 2014. Proudly powered by WordPress.

awumiao.com awumiao.com

mecanim | 啊呜喵

http://awumiao.com/tag/mecanim

最后发现,其实要立即播放某个动作,直接调用animator.Play(“name”)就好了。 另外,还可以调用此方法的另一个版本animator.Play(“name”, layer, time),通过参数控制动作的起始播放位置。 This entry was posted in Uncategorized. April 22, 2014. Proudly powered by WordPress.

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[转]用cocos2d-x 3实现全屏shader效果 | 啊呜喵

http://awumiao.com/转用cocos2d-x-3实现全屏shader效果

Http:/ afsharious.wordpress.com/2014/07/04/gotchas-post-shader-effects-in-cocos2d-x/. Https:/ github.com/saeedafshari/ShaderLayer.git. Auto shaderLayer = ShaderLayer: create( game.glsl ); addChild(shaderLayer);. This entry was posted in Uncategorized. September 22, 2014. Leave a Reply Cancel reply. Your email address will not be published. Required fields are marked *. Proudly powered by WordPress. Enter the destination URL. Open link in a new tab. Or link to existing content.

awumiao.com awumiao.com

[转]在cocos2dx 3中使用Shader实现Sprite的灰度显示 | 啊呜喵

http://awumiao.com/use-shader-to-grayscale-sprite

Bool HelloWorld: init() { if (! ATTRIBUTE NAME TEX COORD. VERTEX ATTRIB TEX COORDS. Attribute vec4 a position; attribute vec2 a texCoord; attribute vec4 a color; varying vec4 v fragmentColor; varying vec2 v texCoord; void main() { gl Position = CC MVPMatrix * a position; v fragmentColor = a color; v texCoord = a texCoord; }. 转自 http:/ discuss.cocos2d-x.org/t/how-to-use-opengl-shader-in-cocos2d-x3-0/12430. This entry was posted in Uncategorized. August 5, 2014. 转]用cocos2d-x 3实现全屏shader效果 →.

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Burstyx Studio | Casual game developing

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