[Client Beta] In-experience Mesh & Image APIs now available in published experiences

For erasing things, there are a few options:
You can use Enum.ImageCombineType.Override and a transparency of 1 with EditableImage:DrawCircle or EditableImage:DrawRectangle.

For something like EditableImage:DrawProjectionImage you can use Enum.ImageCombineType.Multiply and Enum.ImageAlphaType.LockCanvasColor with pixels with no alpha where you want to erase them.

A more explicit erase option is something we could consider but I’m slightly worried about some inconsistency in how it would work for the primitive drawing methods vs the more advanced drawing methods might make it confusing.

Custom combine types would be hard to implement in way that wouldn’t have too much performance overhead for crossing the C++ to Lua bridge for every pixel.

2 Likes

How would I use Enum.ImageAlphaType? I was assuming at first that it would be included in the options dictionary for EditableImage:DrawImageTransformed, but at the moment its usage is not documented anywhere.

The fix for rendering completely flat planes is now enabled, please let me know if you’re still having issues with it

2 Likes

Cmon guys, locking such a game changing feature behind having to submit an ID is insane. Please revert this.

2 Likes

May I ask you have you managed to get 20 pixels per 1 frame? Best method I know is 10 pixels from UIGradient.

Hi everyone!

ICYMI: We announced a new API – DrawImageProjected !

This allows you to add decals and images to assets, including avatar bodies. For more information, please check out our devforum post here.

Thanks

1 Like

ColorSequences can store 20 different color values. So if you make the gui 20 pixels long then each “part” of the gradient is perfectly distanced. I assumed it would have some weird interpolation issues but no it’s looks great.

Oh, so you indeed used it like 1 point = 1 pixel.
I used similar approach but scaleable, and it allows twice as less sadly.

When it comes to the EditableImage memory limits, how does it apply to client-side only objects? Say I use up the memory on one client for UI, would another client be affected by those limits?

The limit is per client so other clients would not be affected.

1 Like