The process of generating an image or series of images from a model by means of computer programming.
5
votes
3answers
113 views
Terrain & Multi-Texturing
I'm using OpenGL (Version 4.4) (and C++ if that matters).
I've created a terrain renderer, the terrain is stored as a 3D scalar field (isosurface/voxels). It uses a slightly modified version of ...
0
votes
1answer
62 views
How can I apply an outline effect in Unity?
I want to apply an outline effect for several objects on the scene. Nope, the standard outline shader from the toon-shader package don't met my criteria.
I want to create an effect like this:
To ...
1
vote
0answers
17 views
LibGDX render sprites in tiled-map format ( convert texture to sprite )
I am creating a game in which till now I have used textures to create A 2D tiled game.
I have created a matrix which converts the touch co-ordinates into a array index number and according to that ...
-2
votes
1answer
34 views
Load single texture atlas for multiple sprite
Recently, I am developing sudoku game. For this, I have created multiple grid 9x9,12x12 and 15x15.
For this numbers are repeated so multiple sprite renderer are created and it load same number ...
0
votes
0answers
50 views
Libgdx TileMap size limitations
I have a tmx file of 800*18 size.. It is working but there is some problem like sometimes game is slow or the player jumps too much high or the collision from ground doesn't happen properly and player ...
5
votes
2answers
677 views
Why is my gameloop logic not being restricted to 60 per second?
Here is my gameloop (taken from http://www.koonsolo.com/news/dewitters-gameloop/) which is supposed to limit the game (logic) updates to 60 per seconds and render as fast as the device allows:
long ...
0
votes
1answer
61 views
How to create a vertex buffer that provides this pattern?
I have a series of vertices that I want to layout with the following configuration, but I haven't been able to find out how to do this with the square and X pattern. Most of the time I have generally ...
0
votes
3answers
89 views
Why is my texture drawn in a different place when in fullscreen?
I'm trying to draw a texture (with a crescent moon) in the middle of the y-axis:
public void draw(SpriteBatch batch) {
batch.draw(lune, 0, Gdx.graphics.getHeight() / 2);
}
It renders this when ...
5
votes
1answer
191 views
With what projection matrix should I render a portal to a texture?
I'm using OpenGL. I have problem with my engine's portal implementation. To create the first portal I do:
create a virtual camera with the position of the second portal and the correct orientation
...
0
votes
1answer
58 views
How do I double-buffer renders to a JPanel?
I'm trying to make a little breakout game with Java and Swing. The only issue so far is that drawing on the JPanel causes lots of flickering!
The relevant code:
JFrame frame = new ...
0
votes
1answer
43 views
LWJGL SlickUtil Texture Binding
I am making a 3D game using LWJGL and I have a texture class with static variables so that I only need to load textures once, even if I need to use them more than once. I am using Slick Util for this. ...
0
votes
0answers
93 views
Sprite Rendering Cost Calculation
First of all asking before asking this question I have already read following post for the clearance of my mind.
Sprite Renderer
Texture 2D
I want to change my background texture as per device ...
1
vote
1answer
65 views
Why does rendering a gradiented shape leave gaps?
Sometimes when I am drawing objects that aren't 'linear' (e.g. rounded edges, circles, ellipses, diagonal lines, etc) I this weird effect of some pixels at certain points not getting drawn.
It's ...
1
vote
2answers
80 views
pre-rendering light on texture based on bump map
Using a gray-scale bump-map and N sources of colored light, what is the algorithm to render the light on the textured surface, assuming I have the angle(s) and distance of each light source? (I am ...
1
vote
1answer
185 views
What is the difference between “offline” and “real time” rendering?
I have a rough idea: real-time is approximated with little or no global illumination.
But how would you otherwise explain why offline rending takes so much longer? You hear things like "number of ...
1
vote
2answers
167 views
Should game objects draw themselves? [duplicate]
Assuming you have classes like Player, Enemy, Map and Tile.
The first approach to structuring rendering code would be to give each a render() method and let it draw itself:
void render(){
...
0
votes
2answers
73 views
Algorithmic error in tile engine? [closed]
I'm toying with creating a tile-based 2D java game engine. I can render the "local" area without issues(I.E. deciding which local tiles to render). The problem came when I introduced floating point ...
1
vote
2answers
113 views
Can global Illumination via path tracing replace all other current lighting techniques?
In the sense that you currently have algorithms like HDR, shadows, reflections, caustics, motion blur and so on, does complete path tracing take care of all these effects, or would you still have to ...
0
votes
1answer
40 views
Triangular grid and rendering to a texture (Direct3D 11)
Is it possible to render vertex data from a triangular grid into a texture with a same size (i.e. 3x3 vertices to 3x3 pixels - each pixel is representing one vertex)?
Consider following situation. I ...
2
votes
1answer
75 views
How to best utilize depth buffer precision
Are there strategies to minimize depth buffer precision problems with hyperbolic depth buffers, such as the ones resulting from perspective projection matrices, or depth buffers in general?
For ...
3
votes
1answer
170 views
Recommend a way to draw thousands of particles (liquid) per frame in Unity3d
I'm writing a plugin for this library for Unity3d.
I have it working and now I am looking for an efficient way to draw the particles.
My 1st test just uses sprites and runs fine on my laptop but I ...
0
votes
0answers
13 views
Select all objects from a layer MEL command
I have a scene with 20+ layers and I'm currently right clicking a layer and pressing "select all objects in layer" or w/e it's called and then render (baking textures in Maya LT with Turtle). I'm ...
1
vote
2answers
63 views
Bilinear filtering: Selecting pixels to interpolate between
When looking for implementations of bilinear filtering online, all the ones I can find seem to just pick the current pixel, and the three pixels to the bottom and right side of the current pixel.
...
1
vote
0answers
64 views
LibGDX polygon caching
I am developing an Android game using LibGDX and I have big world map made of polygons.
I use PolygonSprite and PolygonSpriteBatch, when I render map, I get 30-35fps and it feels laggy. I wonder if ...
2
votes
1answer
177 views
does order of updates and renders matter?
I know in a game loop there needs to be an order like physics should update before rendering. So, I have created two separate functions: update and render and the game loops like below:
...
1
vote
1answer
66 views
Bounding volume hierarchy for outdoor scenes
I started with a very simple graphics engine a few weeks ago and I have finished a simple scene-graph and I am now at a point where I need to create a bounding volume hierarchy.
I never really ...
2
votes
3answers
89 views
Order of render with transparency opengl
I tried to render using different render configurations (GL_BLEND_FUNC()) but I couldn't get the back object to render in certain angles. The first screenshot here shows one angle where the back ...
0
votes
1answer
105 views
Keep rasterized pixel amount constant
I have a scene that is rendered from the point of view of the light using an orthographic projection matrix.
For an arbitrarily shaped and oriented object that doesn't change its shape or size in ...
0
votes
1answer
79 views
Reduce render time for a tiled map in ThreeJS
I'm working on a WebGL game using Three.js, its been a few days and I found my first issue, render time on big maps.
The game runs great, there are even some AI mobs that run around randomly like ...
1
vote
1answer
80 views
Better way to handle ordering and visibility of renderable objects?
I'm just wondering whether there is a more effective way to handle the ordering and visibility of renderable components that fits into the design of my already existing engine.
How I do it now:
In ...
3
votes
2answers
85 views
Radiometric quantities and time in rendering
Often in papers people use various radiometric quantities, mostly radiant flux, radiant intensity, radiance and irradiance.
It seems to me that all of these quantities are dependent on time. For ...
1
vote
1answer
80 views
opengl offscreen rendering in linux is slow [duplicate]
My opengl application runs at about 110 fps. The moment I add off-screen rendering, it slows down to 15 fps. I am using frame buffer objects and glReadPixels to render off-screen. I have searched on ...
0
votes
2answers
79 views
Rotating one object to track another in worldspace
This should be pretty straightforward, but its been awhile and my brain has officially turned off for the holidays :-) To keep things simple, lets assume everything is in 2D space.
I've got a large ...
1
vote
3answers
62 views
Entity System Texture Rendering Performance Java
I use Artemis and LibGDX.
I have the following two components which manipulate a texture:
ComponentTexture // Stores the texture
ComponentSource // Define a region for the texture, that will only be
...
0
votes
2answers
145 views
Models are not rendered correctly. OpenGL
I'm working on my university OpenGL project and as a base of it I'm trying to combine several OpenGL tutorials, mainly tutorials from http://ogldev.atspace.co.uk/.
The problem I have is that models ...
3
votes
1answer
119 views
How do I efficiently render the tiles of a tile map?
I've been working on a game, and I've been using Python with Pyglet to create it. I had an issue on how I could do effective tile based rendering. I tried cocos2d, however the API is very efficient ...
1
vote
1answer
116 views
Rendering a image with some transparency has removed all black pixels and makes full texture transparent
I am writing a program where with Directx11 I am rendering a texture to a flat rectangle something along the line a of 2D engine. Now parts of this image need to be transparent, to this effect I ...
3
votes
3answers
230 views
How can I render from a buffer that exists and was created on on the GPU?
I'm looking for a unity API or function call to allow me to do the following ...
I wrote some really complex functions that are compute shaders. These compute shaders manage a huge compute buffer ...
7
votes
3answers
438 views
Why should I separate objects from rendering?
Disclamer: I know what an entity system pattern is and I'm not using it.
I've read a lot about separating object and rendering. About the fact that the game logic should be independent from the ...
0
votes
2answers
147 views
How forward rendering done using OpenGL?
Recently I come across the term forward rendering. I'm kind of curious how this could be done in OpenGL. I have done a lot of search on this, majority of the result I get are on theory but not code ...
0
votes
0answers
40 views
Tilemap mesh issue with z, -z axis
I don't understand why the created mesh is upside down if z ( z*tileSize ) is positive, the mesh is then rendered with the texture looking down. With "-z", the mesh texture is looking up correctly, ...
1
vote
1answer
84 views
Idle/Moving FPS
Lets assume I have an object that consists of 70,000 triangles. Would the FPS be more when the object is idle or when the object is moving?
Thanks
2
votes
2answers
224 views
Vertex buffers - interleaved or separate? [closed]
Interleaved - all vertex data (position, normal, texcoord...) kept in 1 vertex buffer, separate - each vertex attribute is kept in a separate vertex buffer (1 for positions, 1 for normals...).
I know ...
6
votes
3answers
266 views
CPU - GPU memory data flow [closed]
I'm a newbie graphics programmer and I've been wondering recently - how does model data (meshes and materials) flow from application (CPU memory) to graphics card (GPU memory?)? Say I have a static ...
0
votes
1answer
157 views
Why am I seeing undesirable rendering results using VBOs like this?
I am trying to write a program that renders using VBO(vertex buffer objects). Everything works great except that when I run the program, It looks like the object is spazzing out. I think its due to ...
1
vote
1answer
41 views
Drawing behavior when a fragment is written to multiple times in a single pass
This seems really basic, but I'm confused and can't find a clear answer anywhere.
What happens to a target fragment of a rendertarget if the fragment is written to multiple times within one pass ...
1
vote
0answers
70 views
Drawing cube map and texture array on NVidia cards doesn't work
I have small problem with shadow maps preview. After binding shadow framebuffer I bind proper texture to store depth in it and then render the whole scene. When I read that values in shader to ...
0
votes
1answer
73 views
rendering method?
I have several questions regarding game rendering.
What are the main rendering methods in game programming?
Let's say we want to make a 2D game, and it should render 30 frame
per second, does it ...
0
votes
2answers
109 views
Batching elements
I don't understand exactly how batching works.
What I have understood: Batching is useful to regroup similar elements together and draw them in one draw call (performance++), currently drawing an ...
3
votes
1answer
174 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 ...