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Gideros 2021.1 Released - Merry Christmas! — Gideros Forum

Gideros 2021.1 Released - Merry Christmas!

@hgy29 has been hard at work with a major new feature and he decided to make it an early Christmas present- Sprite Effects! It would be great if you would all wish him and his family a Merry Christmas (or better, donate to Gideros!) in return...

To see how SpriteEffects work, take a look at the Bloom example...

Sprite effects can even be applied to Stage:
local bloom=ShaderEffect.Bloom.new(sw,sh)
New features
Implement Sprite effects

Changes on Apple targets (now they are out of beta)
Metal is now the only renderer (completely removed OpenGL on Apple)
Moved the code base to use ARC system (some plugins may still malfunction)
Added macos support: the exported project now targets ios, apple tv and macos.

[plugin/tntvirtualpad] changed function distance to math.distance and pii to math.pi
[plugin/imgui] Changes ImGui:beginFullscreenWindow(). It is now have padding by default.
[plugin/imgui] Drawlist items can be now rotated.
[gfx/shaders] Allow to specify multiple shader type and variant, plus inheritance
[sample/bloom] Use effects lib instead of GLSL only shader
[library/shaders] Add effects library (Bloom/Blur)

[android] Fix onTextInput char counting
[plugin/camera] Fix for Metal on Apple devices
[plugin/camera] Ensure given texture is actually a RenderTarget
[plugin/imgui] Fixed existing images function and added new "scaled" functions.
[plugin/imgui] Fixed data plotting.
[plugin/imgui] Fixed drag&drop.
[plugin/ads] Switch to podfile for AdMob on iOS
[export/apple] General fixes related to Apple target overhaul

Download it from here:

Coder, video game industry veteran (since the '80s, ❤'s assembler), arrested - never convicted hacker (in the '90s), dad of five, he/him (if that even matters!).
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