非个人填“我司” 通过
工作室著作权自我声明,本工作室被驳回著作权自我声明、代备案授权书 被驳回,“本工作室”一词被标为有问题,但未给出正确用词。 按照范例这里应填写 “我司” 或 “本人”,工作室的话,这里应该填写什么呢? 在线等,急。。。 [图片]
01-04同问,小游戏 找不到备案入口
关于微信小游戏备案不是说2023年9月1日微信小程序备案才能上线吗,而且微信官方也给了公告和指引教程:https://developers.weixin.qq.com/miniprogram/product/record_guidelines.html 根据官方给的指引,目前微信后台并没有找到备案入口和提示,什么时候才会在微信后台上线备案入口呢?
2023-09-04[图片] 感谢官方大佬指点!问题解决! ... function drawImg(imgPath) { let canvas = wx.createCanvas(); //获取绘制二维上下文 // 初始化canvas后首先手动设置canvas宽高,可解决本贴问题 canvas.width = 375; canvas.height = 812; ...
开启高性能 webgl渲染图片黑屏场景:俺在做的微信小游戏【首帧使用webgl渲染一张背景图】优化启动速度,子包的游戏包加载完成后自动运行【游戏场景】 问题:下面的渲染代码 1.【普通模式】iOSHighPerformance:false - webgl渲染bg.png【正常】 - 子包加载完成后【游戏场景渲染正常】 2.【高性能模式】iOSHighPerformance:true - webgl渲染bg.png【黑屏】 - 子包加载完成后【游戏场景渲染正常】 - 无相关报错日志 PS:高性能模式 - 无报错日志,俺对webgl不太懂,希望有人帮俺看看,谢谢啦 渲染代码: // vertex shader let VERTEX_SHADER_SOURCE =` attribute vec4 a_Position; attribute vec2 a_TexCoord; varying vec2 v_TexCoord; void main() { gl_Position = a_Position; v_TexCoord = a_TexCoord; }`; // fragment shader let FRAGMENT_SHADER_SOURCE =` precision mediump float; uniform sampler2D u_Sampler; varying vec2 v_TexCoord; void main() { gl_FragColor = texture2D(u_Sampler, v_TexCoord); }`; let CANVAS_WIDTH; let CANVAS_HEIGHT; function drawImg(imgPath) { let canvas = wx.createCanvas(); //获取绘制二维上下文 let gl = canvas.getContext('webgl',{stencil:true}); if (!gl) { console.log('Failed to get the rendering context for WebGL'); return; } CANVAS_WIDTH = canvas.width; CANVAS_HEIGHT = canvas.height; gl.viewport(0, 0, CANVAS_WIDTH, CANVAS_HEIGHT); // Initialize shaders if (!initShaders(gl, VERTEX_SHADER_SOURCE, FRAGMENT_SHADER_SOURCE)) { console.log('Failed to intialize shaders.'); return; } // Specify the color for clearing <canvas> gl.clearColor(0.0, 0.0, 0.0, 1.0); GameGlobal.dycc = canvas; GameGlobal.screencanvas = GameGlobal.dycc || new _Canvas2.default(); // Set texture if (!initTextures(gl, 4, imgPath)) { console.log('Failed to intialize the texture.'); return; } } function initShaders(gl, vshader, fshader) { let program = createProgram(gl, vshader, fshader); if (!program) { console.log('Failed to create program'); return false; } gl.useProgram(program); gl.program = program; return true; } function createProgram(gl, vshader, fshader) { // Create shader object let vertexShader = loadShader(gl, gl.VERTEX_SHADER, vshader); let fragmentShader = loadShader(gl, gl.FRAGMENT_SHADER, fshader); if (!vertexShader || !fragmentShader) { return null; } // create a program object let program = gl.createProgram(); if (!program) { console.log('gl.createProgram failed'); return null; } // attach the shader objects gl.attachShader(program, vertexShader); gl.attachShader(program, fragmentShader); // link the program object gl.linkProgram(program); // Check the result of linking let linked = gl.getProgramParameter(program, gl.LINK_STATUS); if (!linked) { let error = gl.getProgramInfoLog(program); console.log('Failed to link program: ' + error); gl.deleteProgram(program); gl.deleteShader(fragmentShader); gl.deleteShader(vertexShader); return null; } return program; } function loadShader(gl, type, source) { // create shader object let shader = gl.createShader(type); if (shader == null) { console.log('unable to create shader'); return null; } // set shader source code gl.shaderSource(shader, source); // compile the shader gl.compileShader(shader); // check compile status let compiled = gl.getShaderParameter(shader, gl.COMPILE_STATUS); if (!compiled) { let error = gl.getShaderInfoLog(shader); console.log('Failed to compile shader: ' + error); gl.deleteShader(shader); return null; } return shader; } function initVertexBuffers(gl) { let imgWidth = 1; let imgHeight = 1960; let scaleX = imgWidth / imgWidth; let scaleY = CANVAS_WIDTH / imgWidth * imgHeight / CANVAS_HEIGHT; let verticesTexCoords0 = new Float32Array([ -1.0, +1.0, 0.0, 1.0, // 前 2 位是位置坐标, 后 2 位是纹理坐标 -1.0, -1.0, 0.0, 0.0, +1.0, +1.0, 1.0, 1.0, +1.0, -1.0, 1.0, 0.0 ]); let verticesTexCoords = new Float32Array([ // x y u v -scaleX, +scaleY, 0.0, 1.0, -scaleX, -scaleY, 0.0, 0.0, +scaleX, +scaleY, 1.0, 1.0, +scaleX, -scaleY, 1.0, 0.0 ]); let n = 4; // The number of vertices let vertexTexCoordBuffer = gl.createBuffer(); if (!vertexTexCoordBuffer) { console.log('Failed to create buffer object'); return -1; } // Bind the buffer object to target gl.bindBuffer(gl.ARRAY_BUFFER, vertexTexCoordBuffer); gl.bufferData(gl.ARRAY_BUFFER, verticesTexCoords, gl.STATIC_DRAW); let FSIZE = verticesTexCoords.BYTES_PER_ELEMENT; //Get the storage location of a_Position, assign and enable buffer let a_Position = gl.getAttribLocation(gl.program, 'a_Position'); if (a_Position < 0) { console.log('Failed to get the storage location of a_Position'); return -1; } gl.vertexAttribPointer(a_Position, 2, gl.FLOAT, false, 4 * FSIZE, 0); // Enable the assignment of the buffer object gl.enableVertexAttribArray(a_Position); // Get the storage location of a_TexCoord let a_TexCoord = gl.getAttribLocation(gl.program, 'a_TexCoord'); if (a_TexCoord < 0) { console.log('Failed to get the storage location of a_TexCoord'); return -1; } gl.vertexAttribPointer(a_TexCoord, 2, gl.FLOAT, false, 4 * FSIZE, 2 * FSIZE); // Enable the assignment of the buffer object gl.enableVertexAttribArray(a_TexCoord); return n; } function initTextures(gl, n, imgPath) { let texture = gl.createTexture(); // Create a texture object if (!texture) { console.log('Failed to create the texture object'); return false; } // Get the storage location of u_Sampler let u_Sampler = gl.getUniformLocation(gl.program, 'u_Sampler'); if (!u_Sampler) { console.log('Failed to get the storage location of u_Sampler'); return false; } let image = wx.createImage(); // Create the image object if (!image) { console.log('Failed to create the image object'); return false; } // Register the event handler to be called on loading an image image.onload = function () { initVertexBuffers(gl); loadTexture(gl, texture, image); drawTexture(gl, n, u_Sampler); }; // Tell the browser to load an image image.src = imgPath; return true; } function loadTexture(gl, texture, image) { gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, 1); // Flip the image's y axis // Enable texture unit0 gl.activeTexture(gl.TEXTURE0); // Bind the texture object to the target gl.bindTexture(gl.TEXTURE_2D, texture); // Set the texture parameters(出现2 power的bug) // gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); // Set the texture image gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGB, gl.RGB, gl.UNSIGNED_BYTE, image); } function drawTexture(gl, n, u_Sampler) { // Set the texture unit 0 to the sampler gl.uniform1i(u_Sampler, 0); // Clear <canvas> gl.clear(gl.COLOR_BUFFER_BIT); // Draw the rectangle gl.drawArrays(gl.TRIANGLE_STRIP, 0, n); } drawImg("bg.png")
2023-03-30