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[Journal] New Rendering Process

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[Journal] New Rendering Process
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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)

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POSTEDNov 7, 2022
ARCHIVEDJun 10, 2026