![]() This way displaying up to ~1-3 million sprites being sorted and everything else is somewhat cheap. ![]() Also, if necessary, I add sorting value as offset instead of layer-based approach. Instead, my own shader with Z position set to each instance based on it's Y coordinate. I highly appreciate any discussions / critique / questions / bug reports / pull requests!Īlso, I'm not using any kind of sorting system. It can be only used with entities v0.17 and has no documentation nor samples. This version is hardly differ from next versions. Last alpha version when package was in deep developement. From this point package has documentaton on github wiki and also samples. Minor typos / obsolete API / bug fixes + improvements Upgrade guide: to register renders you should now use (out var renderArchetypeStorage) instead of accessing directly to system instance like var renderSystem = World.GetSystem() AddSpriteRenderComponents(int id) from baker code. More.Īdd baker extension method for adding sprite render components driven by baking system. * Added NSpritesException for better exception analysisĪdd Window -> Entities -> NSprites window where you can inspect NSprites data. * You can now also register Mesh (quad by default as previously) and render bounds per render using new RenderArchetypeStorage methods. InstancedPropert圜omponent should be used without PropertyFormat parameter. Upgraid guide: There is no more PropertyFormat so all your Previously only 1-filed component could be used. You can use any blittable component as shader StructuredBuffer property. Minor internal changes of how `PoprertyPointer` / `PropertyPointerChunk` baked to entity You can use NSPRITES_DEBUG_SYSTEM_DISABLE to fully disable debug system from compilation if you doesn't need it * Fix using obsolete API in NSprtiesUtils baker AddSpriteRenderComponents methodįix add rendering components methods missed PropertyPointerChunk componentĪdd DebugSystem (editor / development build only) which detect missed property-components for sprite renderers and wrong PropertyPointer / PropertyPointerChunk composition (if it somehow was setted wrong)
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