The process of generating an image or series of images from a model by means of computer programming.

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17 views

XNA 4.0 DepthStencil Buffer problem

I am trying to manage deferred rendering in my project. Esspecialy the skybox and clouds which has to be rendered behind everything and for sure the skybox+clouds will not be passed by deffered ...
0
votes
0answers
55 views

Android OpenGL ES 2.0 gameloop problems

I implemented a gameloop found here: http://www.koonsolo.com/news/dewitters-gameloop/ into my OpenGL ES 2.0 Android game. The tutorial was written with the canvas API in mind, not OpenGL so I made a ...
2
votes
2answers
113 views

What is Volumetric Rendering?

I came across this term when searching for ways to visualize collection of voxels. What is volumetric rendering ? How is it different from normal surface rendering ? Are there any special advantages ...
-3
votes
2answers
314 views

How to preload a vast amount of models?

This is more a theoretical question, during runtime, my game runs smooth without any hickups. But as standard game-objects, my game contains collectibles such as coins (which are rotating Models). ...
-3
votes
0answers
59 views

C# Rendering Loop [closed]

I kind of need help understanding how rendering graphics works in C#. I have a java background and I've made a basic game engine with custom rendering that I use for all of my projects. After trying ...
0
votes
1answer
61 views

Why does this LUA code not render any objects on the screen? [closed]

Did I mess up something somewhere? If i put a putsxy in the same box, it renders a string just fine, but for some reason this code hates objects. What this code is supposed to do is render a set of ...
0
votes
1answer
29 views

Weird rendering issue when applying lightmap through HLSL

I have a weird issue when trying to render the lightmaps in my game. Please see the following screenshots. Note how the scene looks up close with the lightmaps enabled. Note how that same part of ...
0
votes
2answers
59 views

Irrlicht rendering basic OBJ

I have been trying to render a "room" with some basic functions and I found some "bugs". So at first I have made a "room" out of 6 planes in blender and gave each of them a diffrent color. ...
2
votes
1answer
80 views

Issues upscaling pixel art with SampleState.PointClamp

I'm developing a 2D game, and I'm striving to create a nice blocky low-res appearance for the game, yet allow it to be played at variable resolutions. So, I've researched resolution independency and ...
-3
votes
0answers
36 views

Using Multiplayer and Rendering on a single thread [closed]

I have a rendering thread which does all my rendering of the game, is it possible to connect to a server at the same time on the same thread as the render? Would it overload, would it slow it down? Or ...
0
votes
1answer
23 views

Divide single SVG into separate files

I have an SVG file contatining deck of cards, each of them in g-container: <g id="kingspades">... How do I render individual cards or separate big SVG files into pieces?
-1
votes
0answers
53 views

LWJGL - Switching from 3D to 2D to render text with NO external librarys [closed]

I want to render 2D quads on my screen by switching to a 2D scene then switching back to 3D. I dont want to use any external librarys besides LWJGL. This is what I got so far: private static void ...
0
votes
3answers
89 views

Where to run logic update in openGL ES?

Using Canvas with Surfaceview I had a run() method where I would essentially do the following: onDraw(); update(); Where onDraw method would do the rendering and update would update all my game ...
-5
votes
0answers
71 views

Render map - BEST WAY TO RENDER MAP [closed]

Is there a way to render 2D maps (eg, such as in *.Tmx) where each unit will have its use, durability, animations and other functions that are assigned to that block? The block is it one field in map ...
0
votes
0answers
158 views

Optimal OpenGL 2D Sprite Batching (Best Practice)

I am working on simple 2D engine using OpenGL (3.3+) for rendering and was wondering what the optimal method of sprite batching would be. I plan to put all sprites into one (or fewer) texture atlases. ...
0
votes
1answer
125 views

Displaying sprites in a 2.5D raycasting engine

I'm developing a raycasting engine like the one used in DOOM, Wolfenstein 3D, etc. My engine is capable of correctly displaying walls and textures on walls, but I'm stuck at sprites rendering. Given ...
3
votes
1answer
85 views

Rendering a black and white image in OpenGL 1.1

Is there is any way that I can simple disable the color in OpenGL 1.1? Or can I "grey out" textures in LWJGL?
4
votes
1answer
141 views

What is the state of the art of ray tracing on the GPU?

I think ray trace rendering had to be done on the CPU for a long time. But since we have compute shaders in OpenGL 4.3 now, it might be possible to move the computations on the GPU and perform ...
1
vote
1answer
116 views

How to provide a fully programmable pipeline for rendering?

I am writing a game engine and I want people who use it allow to define the rendering pipeline. Just they can define the scene geometry, characters, items, light sources, and so on. So the term ...
0
votes
0answers
111 views

3ds max render to texture in PNG

Using 3ds Max 2012, I've been able to use the "render to texture" function to successfully bake my lighting. The only problem is that these image files are always output to TGA files. I need PNG ...
0
votes
0answers
30 views

Interpolation of surface normals on the face of a triangle and Goroud shading

My question is detailed at this link. I linked it instead of copy paste because here I can't seem to get the fancy math symbols to show properly here. Thoughts?
2
votes
1answer
118 views

How can I render the whole faces instead of only the vertices? [closed]

I'm doing my master thesis in comparing DX9 LoD with DX11 Tesselation LoD. Therefore I use a ShaderManager that calls either the shader for the DX9 implementation, where the model is exchanged by the ...
2
votes
1answer
118 views

Choosing the correct isometric character facing direction

I am currently building a 3D game presented from a 2D isometric viewpoint. The 3D coordinates start at the top left corner of the screen with x and y increasing towards the right and bottom edges ...
-1
votes
1answer
49 views

GLES2 rendering performance for different iPad generations

I'm using C++/GLES2 for iPad only (no iPhone). The only device I own is an iPad2 and I do not plan to support iPad 1. Can anyone help me understand realistic goals/limits on iPad 2/3/4 in terms of ...
1
vote
1answer
272 views

How to render a tilemap efficiently? [duplicate]

I'm using this code to load a tiled map, composed of 1000x1000 32x32px tiles: map = new TmxMapLoader().load("levels/xyz.tmx"); camera = new OrthographicCamera(); camera.setToOrtho(false, ...
1
vote
2answers
113 views

One or multiple VertexBuffers

I'm currently working on a personal project where I'm trying to load the levels and all of the geometry from the game "Medal of Honor Allied Assault" into my own C# code-base based on SharpDX. I ...
2
votes
1answer
120 views

How do I improve terrain rendering batch counts using DirectX?

We have determined that our terrain rendering system needs some work to minimize the number of batches being transferred to the GPU in order to improve performance. I'm looking for suggestions on how ...
2
votes
3answers
274 views

Entity/Component based engine rendering separation from logic

I noticed in Unity3D that each gameObject(entity) have its own renderer component, as far I understand, such component handle rendering logic. I wonder if it is a common practice in entity/component ...
-1
votes
2answers
369 views

Problem rendering cube using DirectX 11

I'm toying with DirectX 11 and am trying to render a simple cube, but I can't seem to get anything to show (except the clear color, which is a good sign I suppose...) Everything seems to be working, ...
2
votes
1answer
160 views

Sketchup model renders wrong in XNA

My XNA model renders wrong. It should render like that: But it renders like that: The background doesn't matter. It's just the model that renders wrong. Here is the drawing code: protected ...
3
votes
1answer
205 views

Where should I put my mob rendering code?

I'm making a simple LWJGL game. However, I'm a bit confused about rendering. So I have a Mob class and a TriangleMob is a basic enemy. package daniel.entity.Mob; public class TriangleMob { ...
4
votes
1answer
182 views

Applying an outline effect to primitives

I am trying to draw an outline on a collection of quads in Direct3D. I have three intersecting quads on the same plane in the following configuration: (The different colors here are just to ...
2
votes
1answer
150 views

Not repeating background in platformer [closed]

I need to make not repeating background for platformer. I can't find any description of implementation and I developed algorithm but I'm not sure that it's right. I can't load one big texture per ...
12
votes
2answers
491 views

Best technique to create oldschool (fake 3D) racing game?

What would be a good approach to develop the render system for an oldschool type racing game that uses a pseudo 3D scenery, like for example Outrun or Lotus Esprit Turbo Challenge? There's an endless ...
0
votes
0answers
94 views

Terrain Multi-texturing Approaches

I've read numerous articles about how to render terrain and most of them approach it from a vertex/polygon perspective with respect toward level of detail. But what I continue to find myself ...
0
votes
1answer
93 views

Rendering an object more than once

Right now I'm facing the issue of rendering the same objects more than once in Directx 11, as the object has: A diffuse shader A directional lighting shader A texture shader Now the final color ...
0
votes
1answer
129 views

Using two FBOs results in the second FBO having nothing drawn to [closed]

I'm writing a deferred renderer, and I use two FBOs: the first one for G-buffer (color, normal, depth) and the second one for lighting (light output), so the first one has three textures bound and the ...
1
vote
1answer
87 views

Books that discuss practical rendering techniques? [closed]

I'm looking for some books that discuss practical rendering topics like say rendering a bsp level or md2/3 mode, making a little quake like game as the goal or something to that effect. Any ...
0
votes
0answers
119 views

Canvas - Good rendering practises? [closed]

I've been using the Canvas a lot lately for little Java games and i've noticed a lot of strange things can happen. For example, earlier today I created a little game in which the objective is to shoot ...
1
vote
1answer
132 views

XNA 2D game fullscreen issue

Hello! I am creating a 2D farming game using XNA - just today I have tried applying full screen to it, and I realized I failed badly with something. It cuts off a bit of the lower part [item hotbat ...
0
votes
1answer
90 views

How to scale a texture in OpenGL/LWJGL?

How would I take a texture and render it to a specific size? The texture I'm rendering has a 1:1 ratio so I want to be able to render the whole image like if the window is wide then put black outlines ...
3
votes
2answers
255 views

How do I calculate consistent frame timings at 60fps?

I'm writing an HTML canvas game that uses requestAnimationFrame and therefore runs at 60fps, although this is more of a question about failing arithmetic than about JavaScript. If I measure the time ...
1
vote
2answers
175 views

Tile-based game with DirectX - issues with transparency and StretchRect

In my current project I have a class which loads a map file and then it should load all associated tilesets (no transparent tiles - I used to work with magenta as a colorkey) and precreate a surface ...
1
vote
6answers
424 views

Is it good to sort objects list before every rendering?

I need to render a "tile" game, which are like these: or or I don't know how to render them in correct order. I intend to perform a sorting operator before every rendering (depending on their ...
1
vote
1answer
367 views

haxe level scrolling

How would level scrolling be implemented with haxe and nme? I started plying with haxe and currently the only way to display things on screen is by using nme.display.Sprite. I don't think changing ...
1
vote
1answer
180 views

Collision detection against specific sprite shape using XNA with Farseer Physics?

I am making a 2D XNA Game, using Farseer Physics for collisions. I need collisions to be resolved against the actual shape of the sprite image, ignoring transparent pixels, rather than against the ...
1
vote
2answers
277 views

8-bit Game: To pre-scale images, or post scale my Cocos2d scene. Which is the better approach?

I'm wanting to develop a game with an 8-bit feel. Since this game is mostly for my personal enjoyment, I've set a requirement that I want my game to have an 8-Bit feel to it that is most similar the ...
0
votes
0answers
80 views

How to improve my maxscript random blood generation code?

The idea was simple. Draw basic blood drop meshes. Shuffle them with random generator to get final drop's. Export and render them in game as other meshes. The problem is that it's not looks like a ...
3
votes
1answer
145 views

How do I render a filled and stroked path using OpenGL?

I want to render a 2-dimensional geometric path consisting of Bézier curves and straight lines. Paths can be concave. What is the most efficient way to draw this using modern OpenGL? Can I do this ...
0
votes
2answers
71 views

Images not rendering in Slick

I have built a game that uses the Slick framework. The maps are tmx files and were built using TileD. The game iterates through a list of players and maps - once a game with a player and map is ...

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