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Gideros basics
Gideros basics











  1. #Gideros basics how to#
  2. #Gideros basics android#
  3. #Gideros basics code#
  4. #Gideros basics Pc#

Plus they say it has a OOP approach, which I assume will help me since I'm used to a class based system from Java. But is closed source with no community plugins/addons. I think I have narrowed down the SDKs to Corona and Gideros.Ĭorona just seems like a lovely package with lots of resources and such, seems great for a beginner.

#Gideros basics android#

So as a first project I'm going to translate my Android calculator apps into LUA to help me get started with the language, then re-release them on PLAY and now also iTunes. I've never done anything with physics or major animations.

#Gideros basics Pc#

I've made some specialized calculators for Android, and PC based simple projects with Java in Uni.

#Gideros basics how to#

It would be an added advantage if you know how to develop. I'm a novice programmer, which mainly only experience in Java. manipulation, multi-threading, object-oriented programming concepts, and the basics of C++11. LOVE is only PC and MOAI seems a little too much for a beginner. I have done searches and spent hours browsing similar topics. Shader.After searching and browsing I've come to the conclusion that LUA looks like a good language to learn for a beginner into making games. Shader.SYS_WORLD The world or matrix (CMATRIX) Shader.SYS_WIT3 3x3 World Inverse Transpose matrix Shader.SYS_WIT The World Inverse Transpose matrix (CMATRIX) Shader.SYS_VP Combined view/projection matrix (CMATRIX) Shader.SYS_VIEW The view matrix (CMATRIX) Shader.SYS_TEXTUREINFO Real extent and texel size of the texture (CFLOAT4) Shader.SYS_PROJECTION The projection matrix (CMATRIX) Shader.SYS_PARTICLESIZE The particle size Shader.SYS_COLOR The current color (CFLOAT4) Shader.SHADER_VARIANT_3D A 3D variant of a standard program Shader.SHADER_VARIANT_TEXTURED A textured variant of a standard program

gideros basics

Shader.SHADER_PROGRAM_PATHSTROKELINE Used by Path2D to draw a segment Shader.SHADER_PROGRAM_PATHSTROKECURVE Used by Path2D to draw a curve Shader.SHADER_PROGRAM_PATHFILLCURVE Used by Path2D to fill a curve Shader.SHADER_PROGRAM_PARTICLES Used by Particles Shader.SHADER_PROGRAM_PARTICLE Used by liquidfun particles Shader.SHADER_PROGRAM_TEXTUREALPHACOLOR Render a colored shape with an alpha texture Shader.SHADER_PROGRAM_TEXTURECOLOR Render a colored and textured shape Shader.SHADER_PROGRAM_TEXTUREALPHA Render shape with an alpha texture Shader.SHADER_PROGRAM_TEXTURE Render a textured shape Shader.SHADER_PROGRAM_COLOR Render a colored shape Shader.SHADER_PROGRAM_BASIC Render a plain color shape Shader.SHADER_PROGRAM_UNSPECIFIED Indeterminate program Shader:setConstant changes the value of a uniform

gideros basics gideros basics

Shader:isValid check if this shader was compiled successfully Shader.getShaderLanguage gets the shader language Shader.getProperties gets the graphics engine properties Shader.getEngineVersion gets the shader engine version new ( "vShader", "fShader", 0, ) - initial texel size sprite : setShader ( shader ) Methods Shaders are in vShader.glsl and fShader.glsl files local shader = Shader.

#Gideros basics code#

You can also write your shader code in Lua, it will then be automatically translated to the relevant shader language for the platform you are using, eg GLSL, HLSL or MTL. That said, since Gideros will use your shader as if it was the standard one, you will have to make sure that your custom shader is compatible with the standard one, which essentially means that it takes the same input parameters. As with most of Gideros API’s this one is straightforward: you create a Shader object and assign it to one or several sprites. The shader API allows replacing the default shader used by Gideros with a custom one, on a sprite per sprite basis. and the ‘ Particle’ shader deals with Box2D particle systems.the ‘ TextureColor’ shader handles textured and per-vertex colored shapes.the ‘ Texture’ shader handles textured shapes (Bitmaps).the ‘ Color’ shader handles shapes with per-vertex colors (mostly used by Mesh sprite).the ‘ Basic’ shader handles shapes with a constant color.Gideros internally uses five distinct shaders:













Gideros basics