vertex buffers

  1. Marko03970

    I can't see instances under sprites drawn with 3D vertex buffers

    Hello, I'm trying to make fog in the game, and I used vertex_buffer and 3d drawing so I can change the depth for different layers of fog. I created it in one room and it was working pretty much well. but when I placed it in another room, I could only see fog, and terrain tiles under it. I can...
  2. S

    GMS 2.3+ Is there a quicker method to remove part of a buffer?

    Is there a quicker method to remove what's stored on a vertex buffer than this? I'm hoping someone with experience editing buffers knows a way to correct me here. I have a marketplace asset that generates many grass vertex on a layer, with some extra code to ensure it only generates on certain...
  3. S

    GMS 2.3+ Is there a way to remove vertex_position_3d() from a buffer?

    I'm using vertex buffers to draw grass sprites around the room, and I want to be able to remove triangle positions for specific grass sprites, effectively removing specific grass sprites form the room. This data is held in a "vertex_buffer" so I'm trying to find a way around removing vertex...
  4. Cash Munkey

    SOLVED vertex_submit & sprite_get_texture

    Hey forum, I'm looking for a little help understanding how the vertex_submit() function receives a texture. Consider a fairly simple vertex with position, color, and texture. This would be declared in obj_triangle.create step. vertex_format_begin(); vertex_format_add_position()...
  5. S

    GMS 2.3+ Game slowing down when moving around the room, slowly returns to normal after staying still

    Hello guys, I'll try to explain my scenario. I've been working on a game with a room that's 4000 by 4000. I don't know if that room size is overkill or not but I guess I'm trying to see what limits I can push with my game. I modified an asset that fills the room with grass vertex buffers...
  6. S

    SOLVED Can shaders affect an instance's x and y? (instance_place and instance_destroy not working)

    Solution is in my final response to this thread. I''m working with this Wind Grass shader: https://marketplace.yoyogames.com/assets/6030/depth-based-grass-with-wind GMS2.3.1 I had another thread about this asset although this time a different issue. It seem the x and y of each instance...
  7. S

    SOLVED How do I use Vertex Buffers with a Depth Sorting System?

    Hello, GMS 2.3.1 I'm using this depth sorting system: https://forum.yoyogames.com/index.php?threads/depth-sorting-for-gms2-alternative-to-depth-y.26079/ I am trying ot make it work with this asset (which utilizes vertex buffers)...
  8. Desix

    Shaders Perspective skew - (without the perspective)

    I want to scale the top and bottom of a sprite without affecting the vertical axis at all. The sprite height would remain the same and each pixel row stays at the same height. The top and bottom would also need to be able to move left and right independently, basically shear. This is for a pixel...
  9. Salem Holly

    Legacy GM 3D FPS - I need help with vertex buffers

    I'm making a 3D fps game in gamemaker studio 1.4, and I have gotten really far, but recently I've been optimizing it and have a pretty big fps killer. I'm using d3d_draw functions to draw all the walls. At first it wasn't an issue, because I was just making test levels and didn't need a high...
  10. Alireza

    GML [Solved] Vertex Buffer TexCoord

    Hello guys I had decided to use primitives to draw a sprite, to be precise I wanted to use pr_trianglelist. But then I realized that primitives can have a limited number of vertexes and if there are more than a 1000 of them the rest of them wont get drawn (look at picture 1), To fix this problem...
  11. Misty

    3D vertex freezing and fails: can't decal

    So basically the story begins, working on a 3d game trying to add decals using d3d_models. But as soon as I call the function d3d_model_draw, I can no longer update the model. So I read the manual, sounds to me that Vertex buffers are what I need. So I use vertex buffers, yet it is the exact...
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