The process of generating an image or series of images from a model by means of computer programming.
0
votes
0answers
39 views
DirectX Tutorial code not working
I've been reading the tutorials for DirectX 11 at http://www.directxtutorial.com/Lesson.aspx?lessonid=11-4-5. I've run the code after every lesson, but it didn't work for lesson 5. The error looks ...
0
votes
1answer
55 views
Volume raycaster problems HLSL
Hi this is my first question here so if I fail to include some necessary piece of information please dont rip my head off. ^^
I can't seem to get my volume raycaster to workt properly. I've been ...
-3
votes
0answers
30 views
Tesla RenderFarm 3dMax Maya K20x gpu [on hold]
I want to know if it's possible to build a renderfarm with Tesla K20 ( the latest card ) for Maya or 3DstudioMax for a game company or it's overkill ?
I am asking this because I want to know when ...
2
votes
1answer
45 views
Any possibility to render XNA scene via POV-Ray
We are creating special purpose application. Its not game but its 3d Application that functions like game. We require app to have different places and we want to allow user to roam inside such places ...
0
votes
0answers
30 views
No Triangle on-screen after following Braynzarsoft DirectX 11 tutorial
I've never done any DirectX stuff (only OpenGL) so I thought the best way to migrate was start from the start to really see what would be different.
I decided to go for the Braynzarsoft tutorials ...
0
votes
1answer
72 views
Rendering large and high poly meshes
Consider an huge terrain that has a lot polygons, to render this terrain I thought of following techniques:
Using height-map instead of raw meshes: Yes, but I want to create a lot of caves and stuff ...
0
votes
2answers
111 views
Using different shaders on the same model at runtime
I've already asked similar but a bit unclear question here but this time I will be very specific and to the point.
Suppose I have an actor which grabs a power up. He starts to glow using bloom shader ...
6
votes
3answers
308 views
Why does clipping take place after illumination?
Can you explain why clipping takes place after the illumination process in the rendering pipeline? Would it be not cheaper to clip first and do then the illumination?
0
votes
0answers
87 views
Multiplayer Network Game - Interpolation and Frame Rate
Consider the following scenario:
Let's say, for sake of example and simplicity, that you have an authoritative game server that sends state to its clients every 45ms. The clients are interpolating ...
1
vote
2answers
60 views
How to blend the sprite into background?
I try to blend the character into game but I still cannot remove the blue color in the sprite sheet and discover that the white area of sprite is semi-transparent.
Before that, the color ...
0
votes
1answer
85 views
Why won't my vertex buffer render in GLFW3?
I have started to try to learn OpenGL, and I decided to use GLFW to assist in window creation. The problem is, since GLFW3 is so new, there are no tutorials on it or how to use it with modern OpenGL ...
0
votes
1answer
45 views
XNA Rendering vertices that only appear within the cameras view
I'm making a game in XNA and I recall hearing that professionally made games use a technique to only render the polygons that appear within the cameras projection. I've been trying to find something ...
17
votes
5answers
566 views
How to prevent “underwater sight” in games
In many games where the player can go underwater, it seems like when you look where the top half of the screen is in the air, and the bottom half the screen is in the water, it's almost like the water ...
-1
votes
0answers
51 views
Proper method of rendering text in OpenGL [duplicate]
There are multiple ways of rendering text in OpenGL:
Bitmap rendering
Outline rendering
Stroke rendering
....
What is the proper (read: fastest/best-quality ratio) way of rendering text in OpenGL ...
2
votes
1answer
137 views
Keeping everything within one Activity
Overview
My game is currently based on a single activity (rather than multiple activities) and I would like to keep it that way.
At the moment, it goes straight into the game at level 1. I will ...
11
votes
4answers
576 views
Is there a way to prevent users from adjusting their gamma correction to 'cheat' their way out of a 'dark' area?
In almost every game I've come across that includes a dark situation designed to change the way a user interacts with the environment, there are always some players who turn up their monitor's gamma ...
-1
votes
1answer
75 views
Input rendering
Suppose I have a simple game model (designed with MVC pattern):
There is a World, there is a WorldRenderer and there is a GameController.
Now, World is a model of the world, i.e. game state. ...
0
votes
1answer
62 views
How to render polygons of arbitrary shape? [duplicate]
I am trying to render a plane with nodes.
FYI : Nodes know what other nodes it is being attached to.
I can think of a way to render them as long as they are aligned in a circular pattern; have a ...
1
vote
1answer
22 views
Seamless tiling with TexturePacker and Marmalade/IwGX
I'm looking for a way to get seamless tiling working, where the tiles are sprites off a TexturePacker sprite sheet, and the rendering is done with Marmalade's IwGX's streams. I also need to render the ...
3
votes
1answer
118 views
How do games deal with Z-sorting partially transparent foliage textures?
I was busy implementing basic transparency in a prototype I'm working on when something occurred to me.
In order for a given texture's transparency to work as expected, the (semi-)transparent texture ...
0
votes
1answer
71 views
rendering a dynamic sized rock
I am developing a 2d mobile game that has a large deformable terrain (a lot like worms). I am rendering the terrain using a gray scale bitmap (in a fragment shader) which serves as a texture position ...
-1
votes
1answer
49 views
Anti-Aliasing in Java
In my game I want to have the different anti-aliasing option like: none, x2, x4, x8 and x16. I know that you can use anti-aliasing with Graphics2D in the way below bu is there any way that I can use ...
-2
votes
2answers
78 views
Rendering structure [closed]
my question is "What is the best way to structure rendering code".
Is it better to make a class with a render function that iterates through all game objects
based on there name or type and have no ...
0
votes
1answer
91 views
Drawing the same scene with perspective then orthographic projections
I have a scene that I'm rendering first with a perspective matrix. I then want to rerender it in a different viewport using an orthographic matrix for a top-down 2D view of the scene. I think I may be ...
1
vote
2answers
91 views
Resize a texture using the full SpriteBatch.Draw in XNA
I'm using the full Spritebatch.Draw function to draw my explosion sprite since I also need rotation. I am using the Scale value to resize my texture, but I can't get it to be accurate.
I want to be ...
0
votes
0answers
68 views
Skeletal Animation in DirectX [closed]
A few weeks back I asked the following question: Are there alternatives to Vertex Tweening?
I was pointed towards Skeletal Animation, or more specifically: Hardware Skinning. While I found quite some ...
0
votes
0answers
49 views
XNA 4.0 DepthStencil Buffer problem [closed]
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
134 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
119 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
480 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).
...
0
votes
1answer
66 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
45 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
85 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
106 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 ...
0
votes
1answer
52 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?
0
votes
3answers
129 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 ...
0
votes
0answers
204 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
160 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
108 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
159 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
141 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
191 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
32 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
126 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 ...
3
votes
1answer
147 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
57 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
365 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
122 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 ...
3
votes
1answer
165 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
4answers
394 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 ...