The process of generating an image or series of images from a model by means of computer programming.
3
votes
1answer
60 views
Why is my Tiled map distorted when rendered with LibGDX?
I have a Tiled map that looks like this in the editor:
But when I load it using an AssetManager (full static source available on GitHub) it appears completely askew.
I believe the relevant ...
6
votes
2answers
187 views
Spherical harmonics lighting - what does it accomplish?
From my understanding, spherical harmonics are sometimes used to approximate certain aspects of lighting (depending on the application).
For example, it seems like you can approximate the diffuse ...
4
votes
2answers
250 views
What Shading/Rendering techniques are being used in this image?
My previous question wasn't clear enough. From a rendering point of view what kind of techniques are used in this image as I would like to apply a similar style (I'm using OpenGL if that matters):
...
2
votes
3answers
285 views
Visitor-pattern vs inheritance for rendering
I have a game engine that currently uses inheritance to provide a generic interface to do rendering:
class renderable
{
public:
void render();
};
Each class calls the gl_* functions itself, ...
0
votes
0answers
64 views
Basic Android game loop having issues
I've set up a very basic game loop that should draw a circle, run 100 times, then draw another. I also have a text field that should display how many times the loop has ran. However, the screen seems ...
2
votes
2answers
172 views
Entity system and rendering types
I would like to implement entity system in my game and I've got some question about entity system and rendering.
Currently, my renderer got two types of elements:
Current design
Mesh : A default ...
0
votes
0answers
114 views
(SOLVED) Problems Rendering Text in OpenGL Using FreeType
I've been following both the FreeType2 tutorial and the WikiBooks tuorial, trying to combine things from them both in order to load and render fonts using the FreeType library. I used the font loading ...
2
votes
1answer
109 views
Material, Pass, Technique and shaders
I'm trying to make a clean and advanced Material class for the rendering of my game, here is my architecture:
class Material
{
void sendToShader()
{
program->sendUniform( ...
2
votes
1answer
96 views
Does a game engine affect the quality of pre-baked Global Illumination?
If I were to pre-bake Global Illumination into light maps using a high quality renderer like Mental Ray or PRman, and loaded it into two different engines such as Unity and Unreal, would there be a ...
16
votes
6answers
766 views
Separating game data/logic from rendering
I'm writing a game using C++ and OpenGL 2.1.
I was thinking how could I separate the data/logic from rendering.
At the moment I use a base class 'Renderable' that gives a pure virtual method to ...
1
vote
0answers
44 views
LibGDX drawing portion of tmx map
I am trying to make a tile based game in LibGDX and I have run into some problem.
In earlier versions of LibGDX you were able to draw a certain section of a .tmx map instead of a whole and even a ...
0
votes
1answer
42 views
Maya Command Line - change texture applied to a model before rendering
I've written some batch scripts which automate maya through the Render application. The batch scripts are working over a series of different scenes and render all of them out.
For some of the models, ...
4
votes
2answers
116 views
Precision loss when transforming from cartesian to isometric
My goal is to display a tile map in isometric projection. This tile map has 25 tiles across and 25 tiles down. Each tile is 32x32. See below for how I'm accomplishing this.
World Space
World Space ...
0
votes
1answer
169 views
Tiled Map Editor - Isometric View Problem [closed]
I'm using the latest version of Tiled Map Editor (0.9.1) to create isometric maps. I have objects that are larger than my tile size (64 x 32), so I am breaking them up into two tiles of the correct ...
0
votes
1answer
89 views
Texture Won't Load in OpenGL
I've started trying to make a 2D game in C++ using OpenGL, and I'm using SOIL as the imaging loading library. The problem is, I've been trying to get a simple 64x64 image of a red square to open and ...
4
votes
1answer
134 views
Drawing entities in an isometric engine
I am having some problems drawing my entities in an isometric map.
Tiles are drawn using Painter's algorithm to do the z-sorting which works great for the tiles alone. Entities are parented to a ...
0
votes
1answer
55 views
OpenGLES 2.0 batching method and do not draw inactive object
I am researching about "batching" objects for one big VBO and reduce draw call.
These are what I am doing now:
Create interleaved VBO based on texture or render state (like Blending)
So, for ...
0
votes
1answer
66 views
Source Engine not clearing back buffer?
In the Source Engine, when the map has got no skybox, I can see that typical "no-back-buffer-gets-cleared-artifact". I just want to know, why the source engine does that. Does it have any performancee ...
-3
votes
2answers
85 views
Is it possible to render controls inside controls in XNA?
I want to know if there is an easy way to render sprites in XNA inside other sprites or something similar (I don't know if sprite is the best or unique way to draw in XNA). For example, I want to draw ...
-2
votes
2answers
122 views
In OpenGL, how to confirm a primitive is rendered properly
I have to confirm that a primitive (say triangle) is rendered properly in opengl.
I can use the glGetError() after a opengl draw calls(glDrawElement/glDrawArrays)
Is it enough to confirm ?
Is there ...
3
votes
1answer
111 views
Painting terrain with a selection circle
I don't mean putting a circle under a unit like done in an RTS, that's fairly simply done with a scenegraph(-like structure). What I'm referring to is selection circles for things like Area of Effects ...
2
votes
1answer
126 views
Edges drop out when rendered at a long distance
I have this weird effect when rendering small objects at a long distance. I already tried using anisotropic filtering but maybe I am not doing it right.
Material script:
material Platform/Border
{
...
1
vote
2answers
171 views
Full map image loading, vs individual tile loading
I want to make a isometric tile game in java, like a lot of strategy games out there. What is the best approach to loading the map for this game? Would it be better practice to load one single image ...
1
vote
0answers
42 views
Transparency behaviour on PowerVR
I'm doing some graphics optimizing tests, especially on PowerVR transparency. Now I made a scene where there are two groups of simple objects. One group has the shape in geometry using diffuse shader ...
2
votes
1answer
96 views
The math behind Variance Shadow Maps - moments
I am not asking how to implement them (that's not particularly difficult), but I'm having a bit of trouble understanding why the moments used in Chebyshev's inequality (indirectly) are equal to the ...
0
votes
1answer
151 views
Side Menu using Libgdx
I want to make it so that when the player presses start, a side menu slides out and gives a player some option on one side of the screen, similar to Angry Birds or Pokemon. I'm not sure how to go ...
0
votes
0answers
104 views
Android SurfaceView framerate issue
I am using SurfaceView to draw a lot of Bitmaps onto canvas. This causes really variable frame rates depending on how many objects are present. My code below:
public class OriginalView extends ...
0
votes
1answer
154 views
3D BSP rendering for maps made in 2d platform style
I wish to render a 3D map which is always seen from top, camera is in sky and always looking at earth. Sample of a floor layout:
I don't think I need complex structures like BSP trees to render ...
10
votes
3answers
323 views
How do I make something I flash/blink more frequently as it gets closer to disappearing?
In my game when you kill an enemy they may drop something like a health pack or gold. I want this to have a time limit so that it eventually disappears if you don't pick it up. I want the item to ...
0
votes
0answers
20 views
Set Camera Attributes before Command Line Render
Is it possible to set perspective camera attributes (Translate, Rotate etc) in some automated way before doing a command line Render?
3
votes
2answers
123 views
Reducing overdraw cost: does triangle ordering matter?
I'm working on a project with procedural geometry, and will potentially have lots of opaque faces overlapping within the same model. Imagine an onion's layers. My understanding is it is better to draw ...
0
votes
0answers
57 views
Multiple FBX Animation Files in Maya
I bought some animated models which came as FBX files from the unity asset store and I'm trying to export them to PNG sprite sheets in Maya (for an html5 web project).
The file seems to be main fbx ...
0
votes
3answers
177 views
Drawing game objects that are bigger than tiles
Problem:
I have 32x32 world tiles, and a 64x64 object. I am only drawing visible tiles around the player.
The object has its x and y coordinates in the tile world. I am drawing the object after I've ...
1
vote
1answer
269 views
Texture atlasing in Unity
I'm researching new ways to optimize games for better performance. Currently I am working on texture atlasing, which is giving me a hard time. I made the atlas using Texture2D.PackTextures and saved ...
2
votes
0answers
66 views
How do I calculate the points of a brush from a Source engine VMF?
I'm trying to render the brushes from a Source engine .vmf file in C++, using OpenGL.
The .vmf stores solid brushes as a series of planes which I would like to use to calculate the points for each ...
1
vote
0answers
127 views
Microfacet model - BRDF obtain extreme values at grazing angles
I've been trying to replicate the result of this paper (linked directly to PDF paper, but you don't need to read it to give an answer) and encountered a problem with the BRDF according to the ...
-1
votes
1answer
307 views
what kind of technique is used in android game rendering like Pou
Hi I want to create a game which is graphicaly similar like Pou, I just do not know how is is rendered, if it is using opengl or just bitmaps at canvas? I want nothing serious, so i think opengl is to ...
-3
votes
1answer
174 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 ...
3
votes
1answer
161 views
Matcap and BRDF Shading
I just would like to know what's the difference between the Matcap shaders used in ZBrush for example and the Bidirectional Radiance Distribution Function shader.
Are there two techniques the same ? ...
3
votes
1answer
65 views
Texturing a quad
Drawing a quad with a texture mapped to it with the fixed OpenGL pipeline is one of the easiest things to do in OpenGL.
And for some madmaking, mysterious, dumb reason I can't get it to work.
I ...
0
votes
0answers
101 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
116 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 ...
2
votes
1answer
85 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
43 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 ...
1
vote
2answers
197 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
3answers
180 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
335 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
1answer
239 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
158 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
334 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 ...