RtFishers

  • 2019年1月21日
  • 注册于 2016年3月18日
  • badlogic :

    We don't calculate the tangents in runtimes other than Unity I'm afraid. I'll ask @Pharan to point you at the place in the Unity runtime where we calculate the tangents.

    Oh, okay, that's useful to know.

    I believe I"m using the ecriss/GameMaker - C runtime http://www.yoyogames.com/blog/43... or whatever the official GM runtime for Spine is at the moment, thought I wasn't aware if people are still using the older ones that are just extensions.


    @Pharan Pardon me, but I still haven't found where the tangents are calculated in the Spine Unity runtime.

  • A question for @Mitch or @badlogic, or anyone who knows the answer...

    I'm trying to find a way to gain access to the vertex tangents array of the mesh in order to calculate the TBN-matrix for proper normal lighting using skinned meshes, but I'm not sure how to do it in a shader with glsl es (using gamemaker studio).

    From this post viewtopic.php?f=7&t=4103
    Mitch said,"... a Skinned mesh that is deformed via weights takes into account the rotation/scale of the most significant bone per vertex to calculate its corresponding tangent."

    I know the above was stated for Unity, but is it possible to gain access to this vertex array information? Especially in an engine that doesn't have pre-built scripts that support 3D like game maker? (I especially need this if I want to increase performance, because currently, the TBN matrix is being calculated in the fragment shader using derivative functions - which is too heavy on the GPU.)

  • @ToddRivers Thanks so much! Was trying to find other ways to contact you.... please don't disappear like that again 🙂. It's great that we also get an emission channel now, too. This shader is getting cooler all the time...

  • @ToddRivers Hey Todd, do you have a quick fix to the issue of "opacity animation"? Whenever I try to use the Normals Shader (both with vertex or pixel lit) I get this weird issue where anytime the sprite fades the color gets darker as it fades away - which is very unattractive as the opacity animation is supposed to blend/transition between sprites. Oh and I'm a bit confused about all the "Tangent Solver" and making modifications to the Spine scripts... do we still have to do that? Or is it only for those who use the "calculate normals" function?