I see, does this apply for mobile as well?
Cause I think JPEG + Alpha could be nice on mobile at least
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I see, does this apply for mobile as well?
Cause I think JPEG + Alpha could be nice on mobile at least
Image compression on mobile is defined by the Image Compression option in application and object properties. There is JPEG compression in 2.5+ apps, not sure if JPEG + alpha is easy to add.
I've just discovered the meaning on multiplying by In.Tint on DX11, it's actually what carries the RGB/Blend Coef.
Now I was wondering: Is there any way of getting this on DX9 or isn't it implemented? Cause I would like to apply it to a texture parameter...
Why not just pass it in yourself as a parameter?
The available PS versions are pretty limited on DX9, and I already have a lot of parameters...
I got used to DX11 lacking DX9 features, now suddenly DX11 has a feature that is lacking on DX9... lol
If I got no choice, sure, I'll try pass as a parameter, but seems like something pretty basic that should be built-in or it makes no sense that they have included it on DX11.
why not webp?
Would it be possible to add alignment options to the string objects? I find myself always creating 3 version of the same string object just to cover left, center and right alingments, would be nice to be able to set this during runtime for each instance.
I have the image filter SDK, but it has some limitations - I looked into porting SVG vector graphics, but Fusion expects the image filter to give the width to runtime, and rescales on the runtime side, not vice versa.
At any rate, the filter SDK is for Windows only.
Would be cool if we could get the total amount of backdrops, included on frame editor and pasted (if these are counted separately, it should be 2 expressions)
Might be useful for level editors and to debug in case backdrops stop showing.