I can do even better heuristics, but it's pretty much on a per asset base. If I swizzle the reduced size asset I get artifacts. But reducing the resolution increases colors. (My source full res artwork is high resolution and cartoon style with only a few actual colors. But thanks for usual incredibly quick turn around on my question and the shader example code. The following is helpful to play around with colors: Īfter spending some time on better and better heuristics, I don't think it's the way to solve my problem. Here the difference - lightning.In case someone else finds this threads and wants to go down this path: If found this tutorial to be extremely helpful: Stencil buffer works now incorrect on windows device. Fixed highlighter not being reset sometimes Add exported setting to comply with Android 32 Keep state of sprite changes to enable caching for faster response Speed up (non) rendering of clipped objects Add a way to hide some childrens from the parent sprite context Avoid wrappable textfield from constantly needing relayout setColor allows vectors parameters + fix anchor point in some cases Add proportional filling and aspect ratio setting Add a way to disable alpha premultiplication Expand folded region if search result is inside According the the author, this version is more efficient, more stable and by the look at the changes to the API, more suited to games. The function return the target table or the new table.Īlso worth noting the upgrade of ReactPhysics3D plugin to 0.9.0. 'source' would be the source table, destination an optional 'target' table, and 'deep' a boolean indicating if deep cloning should be performed (recursive). I merged both API so now you can clone a table in Gideros by calling table.clone(source,destination,deep). Luau engine was updated to latest code ( ), I don't know yet the details of the changes, but I noticed they introduced a table.clone() function, which conflicted with the table.clone function I added to Gideros myself. If a vector is supplied, then the alpha parameter disappear, since the vector contains r,g,b and a values. This is in effect similar to setting visibility of children sprites to hidden, but it is handled in the parent sprite in a more efficient fashion.ĪPI-wise, most (maybe all) calls that accepted a color and an alpha parameter now accept a vector too (the new luau native type). Sprite:setHiddenChildren() to tell Gideros to completely skip the rendering of one or several ranges of children in a single call. Sprite:setCheckClip(boolean) to tell Gideros to check clipped children sprites and avoid drawing them (off by default) Two more calls have been added to help with performances when lots of Sprite are either clipped or out of screen: This include sprite boundaries, layouts, shaders, and some other internal variables, allowing higher draw throughput in general but also improved performance when querying object bounds, in Sprite:hitTestPoint() and in Sprite:getChdilrenFromPoint() which has been redesigned to be exponentially faster (it used to perform the same computations several times recursively). Internally, Gideros now tries to cache has much data as possible instead of having to recompute everything on each frame. Most changes in this new version aim to increase performance in both general and specific contexts. So, it was already picked up by some of you, but here is the official announcement about Gideros 2022.3.
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