thanks! So the shadows are just the sprites drawn completely black, rotated, squished and then offset for which sprite is used (e.g. moving south uses the "move east" sprite)
Gizmo199
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Thanks! There is actually a downloadable project file that comes with the asset for 5$ which has the shadows rendering as well as some extra sprites! :)
Basically I am just drawing the 90 degree offset of my player sprite. So for example, if you move south, I draw the east movement sprite and rotate it -90 degrees, and shrink/stretch it some. :)
Interesting that it is only circles. It could just be the order GM renders the vertices. You can try turning off culling to see if that fixes it? Or rotate the circle around. If GM creates circles (for whatever reason) clockwise, then its probably trying to show you the 'back' of the circle instead.
gpu_set_cullmode(cull_noculling)
Other than that though, Maybe the shader format is wrong? Idk that is really strange. haha.
This is due to the fact that things draw differently in 3D than traditional 2D. There could be a number of reasons the shader isn't appearing. Gamemaker doesn't supply a Z value by default to primitives (only vec2 in_Position). A couple of things you can try:
- Use matrix_set(matrix_world, matrix_build(...)) and set the circle x/y to 0, 0 and only use the matrix to set the x, y and z values
- Make sure the circle is rotated accordingly (using the matrix build functionality)
- If you want the circle to just draw and not account for z values you can turn ztest/zwriteenable off
- Draw the circle to a surface and apply the shader there. The bloom will only work on the bounds of the vertex triangles for the circle, and thus not produce the effect you want (you can see this if you also apply your bloom shader to a circle in 2D instead of to an entire surface)
If the last point is the issue, one thing to remember is that shaders only effect the graphical rendering within the vertices of a quad, so the shader can only grab pixels / extend pixels within those bounds.
These are just a few examples of things you can test. Fauxton uses more traditional 3D techniques, and as such, requires you to draw things differently than you would in standard gamemaker.
I highly recommend giving DragoniteSpams Gamemaker 3D tutorials a good watch through to understand some of the concepts used in fauxton at a much deeper level. :)
This is a common issue with sprite stacking. Considering planes have no "thickness" to them, you will get gaps between layers when you become parallel to them. This is just the nature of sprite stacking. The only real fixes are to either A) tilt planes towards the camera to fill the gaps, or B) extrude between the gaps to fill the space (typical voxel rendering).
Sorry for the late response! I was on vacation this past week. haha. Since the legacy versions have been requested a few times I have made it available to download here. It is nothing fancy and not true shadows, and only supports cube colliders. Note also that the legacy versions are not compatible with the newest versions, and you will have to parse through it to find what you are looking for. :)
No worries! Also Its completely free! Here is the github link to the project and Here is a github link to the fragment shader itself!
Hey! Yes, saving vertex buffers after they are initially written and loading only those VBuffs would save an enormous amount of time. GML is not the fastest Lagrange to read/write with so you may want to implement a caching system yourself using the static buffers that you could easily load using buffer_load() and vertex_create_buffer_from_buffer()
oh good catch! Yeah, fauxton is quite a bit out of date. I probably did some wrong math when trying to account for offsetting the VB planes or something. My suggestion would be to check into the fauxton internal functions. I need to sit down soon and refactor fauxton since when I wrote it originally I was quite trash at coding. Haha.
Absolutely! Also check out Post Processing FX by FoxyOfJungle. It's quite literally one of the best post processing assets out there, even more so than a lot of Unity and Unreal assets, and it's only available for GM! :)