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- ...are two main reasons of using a texture atlas instead of many independent textures: ...d binding is costly operation. Using texture atlases instead of individual textures helps in reducing bind operations5 KB (757 words) - 15:33, 13 July 2023
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- ...rts dynamic creation of texture atlases and pre-packed texture atlasses by using "Gideros Texture Packer" tool. ...run-time), create a '''TexturePack''' object with a table of file names of textures.3 KB (391 words) - 15:33, 13 July 2023
- ...e slot number which we are adding the Texture to (Meshes can have multiple Textures, one per slot). If omitted, slot=0 is assumed '''optional'''<br/>458 bytes (59 words) - 15:30, 13 July 2023
- Sets the VPAD components textures (replaces default sprites graphics for selected component).715 bytes (83 words) - 15:27, 13 July 2023
- TexturePack.new(textures,padding,filtering,options) '''textures''': (table) file names of textures<br/>4 KB (523 words) - 23:23, 25 July 2025
- ...are two main reasons of using a texture atlas instead of many independent textures: ...d binding is costly operation. Using texture atlases instead of individual textures helps in reducing bind operations5 KB (757 words) - 15:33, 13 July 2023
- | GID || Helpers (textures, images, sound) and platform dependant code893 bytes (127 words) - 07:16, 14 May 2022
- '''2 textures masked in a Pixel''' -- textures4 KB (522 words) - 02:03, 23 March 2025
- The '''Texture''' class lets you work with textures in an application. The Texture class lets you create a new Texture object t2 KB (226 words) - 15:34, 20 July 2024
- ...be accessed by internal Gideros functions that normally use files, such as textures or sounds. To do that pass '''|B|buffer.ext''' as the file name, where ''bu2 KB (330 words) - 18:48, 18 February 2025
- == Textures and Bitmaps == ...are two main reasons for using a texture atlas instead of many independent textures:13 KB (1,962 words) - 23:17, 18 November 2023
- ...Pad:setTextures(padComponent, textureA, textureB) sets the VPAD components textures-->8 KB (1,055 words) - 00:26, 13 November 2023
- * '''textures''': an array of [[TextureBase]] to be used by the shader. By default the bu3 KB (354 words) - 15:33, 13 July 2023
- We randomly place the destructible objects throughout the level using the map definition. We place them between 25% and 90% of the map length and We pass the ''mainlayer'' as the content, then using the map definition we set the camera bounds. We also set the soft and the d26 KB (3,423 words) - 17:52, 18 November 2024
- Using Gideros Studio is straightforward - No knowledge of C, C++, Objective C, Ja ...s Studio provides a set of functions and libraries for faster development. Using a few lines, you can create stunning animations for ebooks, games or generi3 KB (431 words) - 16:39, 10 September 2018
- -- textures4 KB (531 words) - 03:33, 30 November 2023
- -- textures4 KB (562 words) - 19:17, 26 November 2023
- * Texture : The Texture class lets you work with textures in an application. It lets you create a new Texture object to load from an3 KB (486 words) - 16:15, 10 September 2018
- -- load the textures ...rd: we incremement our position with the given amount, then change our two textures ''y'' origins, making them scroll vertically. The trick here is to move the8 KB (1,344 words) - 13:28, 15 November 2023
- -- textures5 KB (652 words) - 05:13, 30 November 2023
- ...red, complex programming language is required. In Gideros Studio, you code using the Lua language, a simple and powerful scripting language. ...rovides a set of functions and libraries to help develop your apps faster. Using a few lines of code, you can create stunning animations for eBooks, games o8 KB (1,236 words) - 11:23, 28 August 2024