[Journal] New Rendering Process (Pixiv Fanbox)
Content
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┃ This journal is code-related. ┃
┃ It's definately not a high-level, but It might be boring enough. ┃
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During making animated obstacles for Pipeline:map_5, I noticed that I should Implement few rendering function to move designs I made in Clip Studio tool.
I needed to implement "clipping" function to make animation blend good with the map.
I also needed to implement "masking" function to reduce overall filesize for animation.
Lastly, I needed to make different rendering method(filter) to express the more impressive fluid transparnecy (and also more vibrant color expression).
Until now, I used only one "framebuffer" for a game screen. But as normal(embeded codes) method doesn't support all the three functions that I need, I had to make multiple framebuffers.
- How Clipping should be done
- How Masking should be done
- How "Hard Light" filter should be done
With all three of them finished. I could be able to make animation loads faster, and precise.
[Design in Clip Studio]
[In-game Animation]
(I just noticed that I didn't implement the background falls XD)