Nate

Blog: 3.6 beta has clipping



Feedback is welcome! :clap:
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Nate

Nate
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Abelius

Great!

My only doubt is... could this be used to hide another skeleton's attachment? (being both skeletons in the same project)

That's the main use I'd have from this feature. Something like, erm... an enemy sword dissapearing behind a character's stomach (the center of it, not the border).
Abelius
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mfedorov

Wow! Amazing!
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mfedorov
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badlogic

Abelius: no, the clipping is limited to the skeleton the clipping attachment belongs to.
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badlogic

Mario
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Abelius

badlogic писал(а):Abelius: no, the clipping is limited to the skeleton the clipping attachment belongs to.
Fair enough. Mmm... and what about when we have skeleton attachments? Would it be possible then? :happy:
Abelius
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badlogic

Very likely. But that first requires skeleton attachments to be implemented :)
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badlogic

Mario
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majzim

I have a question. Will we be able to put a clipping mask on each image, or each bone, or will this be one clipping per skeleton?
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majzim
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badlogic

You can have multiple clipping areas per skeleton. Each clipping area is "active" from its place in the draw order to the "end slot", also defined on the clipping attachment. You can have multiple clipping areas as long as they do not overlap in the draw order.

Please note that clipping is a heavy calculation at runtime. Use it judiciously.
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badlogic

Mario
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Shiv

is there any way to put some feather effect in clipping or making the clipping from a path which gives a much smoother and round edges ?
Shiv
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Nate

No, this clipping must be a polygon, sorry. Clipping with feathering would probably be done using an image mask and require shader support.
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Nate

Nate
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Shiv

requirement of this is highly unlikely but is there a way to invert masking ?
Shiv
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Nate

No, unfortunately inverting the clipping polygon introduces too many complexities to be able to support it. However, runtimes are free to implement clipping how they like. We may add an option to runtimes that can support it to perform clipping using the stencil buffer. This has other downsides (affects shader pipeline, breaks batching, etc) but does allow for inverting the clip polygon.
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Nate

Nate
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