Sorry for the delay, just got back from being away for a few days - there’s supposed to be, I might have to update the documentation and a few things like that, I’ll get back to you on that… hopefully soon
Okay, sorry for the delay, I probably should have dealt with this way sooner - the function cluck_set_normal_texture should take care of that, call it before you submit a vertex buffer (make sure to give it a texture ID and not a sprite)
Oh I see where I missed it. I was working off the code in the file Sample Project - Chickens.yyz and the script was not included in there. Thanks a lot,
i’ve never ran it on Android, but in general you probably want to limit the number of lights on mobile hardware much more aggressively than you do on everything else
In principle it should, I’ve never tried it though - that might be a fun experiment. If you’re using point or cone lights you’d have to be mindful of the exact depths that your sprites are drawing at.
Thanks for the answer. At first I'm planning on testing with directional lights, but also intend do dabble into point and cone lights too. Thanks for the tip!
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Is normal mapping included in this project or not?
Im asking because in the demo project there is a way to activate or deactivate normal maps and im unable to find it in code.
Sorry for the delay, just got back from being away for a few days - there’s supposed to be, I might have to update the documentation and a few things like that, I’ll get back to you on that… hopefully soon
Okay, sorry for the delay, I probably should have dealt with this way sooner - the function cluck_set_normal_texture should take care of that, call it before you submit a vertex buffer (make sure to give it a texture ID and not a sprite)
Oh I see where I missed it.
I was working off the code in the file Sample Project - Chickens.yyz and the script was not included in there.
Thanks a lot,
Works like a charm.
Is this optimized for Android, Linux, and other versions in decompiling?
The first time I installed it on Android, it ran very slowly.
i’ve never ran it on Android, but in general you probably want to limit the number of lights on mobile hardware much more aggressively than you do on everything else
Would this work to light 2d Sprites with normal maps? Im building a 2.5D game with 2d Sprites and a perspective camera
In principle it should, I’ve never tried it though - that might be a fun experiment. If you’re using point or cone lights you’d have to be mindful of the exact depths that your sprites are drawing at.
Thanks for the answer. At first I'm planning on testing with directional lights, but also intend do dabble into point and cone lights too. Thanks for the tip!
Let me know how it goes!
Oh, and you’d also want to make sure the UV coordinates of the regular sprite and the normal mapped sprites are correctly aligned with each other.
Pretty cool stuff and easy to use. Only took me a few minutes to add this to my project :)
Have fun with it!
Nice example, and sorry to hear about your chicken. Thanks making this.
She was a good chicken :(