Programming related to the visual representation of information on computer screens.
2
votes
1answer
33 views
Armature rest matrix - why does this exist?
I'm not sure I have a clear idea on what purpose the rest matrix/bindpose is supposed to serve in skeleton animation. If it is supposed to transform a bone into the rest pose and the mesh itself is ...
0
votes
0answers
24 views
Is there a transformation or set of transformations that can approximate a “radial scale”?
Is there a way to, with matrices, scale something as if someone were opening a Japanese fan? I'm at a loss of what to call it, so pointers towards avenues of research would be greatly appreciated. If ...
0
votes
0answers
61 views
Construct 2 JSON commands
I'm new to Construct 2 and trying to set up a connection with my own WebSocket server. I have communication both ways, but have not yet invoked action in response to input from the server. I currently ...
1
vote
0answers
53 views
How do you tell OpenGL ES 2.0 to use a texture as the depth buffer?
I want to render a scene with an outline post processing effect in OpenGL ES 2.0.
First I render all the opaque objects. Then I use a post processing shader
for silhouette detection that uses the ...
1
vote
1answer
112 views
Color grading, shaders and 3d textures
I'm trying to implement color correction with the 3d lookup table. The lookup table is actually just a 2d texture 256x16 and consists of 16 squares which one is 16x16.
When it comes to rendering, I ...
12
votes
3answers
608 views
Recreating this flat-shaded look
I'll keep it short. How does one achieve the effect depicted in the image below? Is it feasible to do in realtime? It looks deceptively simple, but it probably isn't. Are there any keywords I can ...
3
votes
1answer
80 views
Symmetry preserving path simplification
I'm using the Douglas peucker (DP) algorithm to simplify some (2d) closed paths forming a shape. This works pretty good, but not so much for closed paths that have some symmetry. Take for example a ...
3
votes
1answer
159 views
Automatic shadow for isometric objects
I have like hunderd of isometric objects. One example:
I'm trying to find a way to automate creation of shadow they're casting. I ended up with following transformation:
matrix.Shear(-0.25f, ...
0
votes
1answer
82 views
Tangent basis calculation problem
I have the problem with seams with calculating a tangent basis in my application.
I'm using a seems to be right algorithm, but it gives wrong result on the seams. What am I doing wrong? Is there a ...
-3
votes
1answer
163 views
OS X OpenGL 3.2 Core (Black Screen)
I want to render a Quad via VAO, IBO and VBO but nothing is drawn. I'm using glDrawRangeElements in OS X OpenGL 3.2 Core context. The screen is completely black without any error. GLFW3 is used to ...
1
vote
0answers
78 views
Calculating brightness of texture (on GPU)
I want to see how well lit the player character is in an environment. Currently I use get Color Data of a specified extraction region from the final rendertarget. It seems expensive and taxing on the ...
2
votes
2answers
160 views
How can I actually understand Instanced Geometry Rendering - so that I can implement it the way I need it
I'm stuck trying to implement instanced mesh rendering in my project. Particularly because I am failing to understand how certain components actually function - and how the drawing routine is actually ...
1
vote
1answer
122 views
3D Reflection - Drawing Upside Down
After reading up on rendering reflections, it seems that the way to do it is the render the scene from underneath the plane of reflection, and then use projective texturing to map the reflected ...
7
votes
4answers
567 views
How are 3D models created in video games?
As the title says, how are 3D models in games designed and displayed? Is it all-code? Drawn on paper, then on a 3D graphics software, then... what?
Of course, game programmers won't define every ...
3
votes
1answer
299 views
Efficient foliage rendering with OpenGL
Rendering foliage usually involves "hanging" triangles and textures that have completely transparent areas. I'm interested in knowing how are these usually handled by a 3D engine.
The first thing ...