The process of generating an image or series of images from a model by means of computer programming.
0
votes
1answer
21 views
SDL render to a texture
I am trying to create a button for my game there are lots of similar buttons so using an image for each one is a bit inefficient. So I want to load an image then copy some text over it and render that ...
1
vote
2answers
177 views
Update and render in separate threads
I'm creating a simple 2D game engine and I want to update and render the sprites in different threads, to learn how it is done.
I need to synchronise the update thread and the render one.
...
0
votes
0answers
26 views
OpenGL - using gluSphere
I have an OpenGL code that currently draws several spheres at different locations. I generate the vertex buffer data (and normal data) myself. However, to simplify the code and increase efficiency, I ...
0
votes
2answers
44 views
LibGDX Images not loading
Now my Image isn't loading to the screen. I tried to be decorative with the code but since it isn't working I made it just like the video I'm whatching.
I don't get any exceptions, but the image ...
0
votes
0answers
12 views
Using Graphics from my Frame's paint() gives cutting effect every call to repaint()
Every frame the run() method of my thread calls the repaint() of the frame subclass, in this frame subclass I override the paint(Graphics) and since I want to have different screens from my game I ...
1
vote
2answers
69 views
How to determine the visibility of a single vertex, given a viewpoint?
I have a 3D triangle mesh, and I want to know, given a viewpoint (defined by a model, view and projection matrix), if a certain vertex is visible or not.
My approach was to render the mesh using ...
0
votes
0answers
29 views
Java Graphics Rendering Bug
So I've been playing around with moving objects using KeyListeners and active rendering via while(true) loop.
CANVAS.createBufferStrategy(3);
BufferStrategy buffer = CANVAS.getBufferStrategy();
...
0
votes
1answer
36 views
Should I avoid rescaling models when rendering?
I am quite new to game development and currently developing a simple 3D game with MonoGame and Blender. The game is basically a 3D version of Pong.
At first I developed the models at a constant size ...
1
vote
2answers
102 views
How to render rounded shape perfectly?
I'm having issues rendering rounded shape figures.
I have a Texture with different images in it and I get this whale figure from it with TextureRegion but the stroke of it looks pixelated.
The ...
2
votes
1answer
590 views
Drawing and scrolling very large zoomed tilemaps
I've been working on my game editor and doing some performance tests. In the meantime I realized that my editors performance goes significant down if I draw a large map and zoom it.
100% zoom = 112 ...
2
votes
1answer
57 views
Failing Screen Resize Method
So I want my game to draw to a specific "optimal" size and then be stretched to fit screens that are a different size. I'm using LibGDX and figured that I could just draw everything to a FrameBuffer ...
0
votes
1answer
35 views
Render on other render targets starting from one already rendered on
I have to perform a double pass convolution on a texture that is actually the color attachment of another render target, and store it in the color attachment of ANOTHER render target. This must be ...
10
votes
1answer
276 views
Rendering only a part of the screen in high detail
If graphics are rendered for a large viewing angle (e.g. a very large TV or a VR headset), the viewer can't actually focus on the entire image, just a part of it. (Actually, this is the case for ...
0
votes
1answer
72 views
Input handling between game loops
This may be obvious and trivial for you but as I am a newbie in programming I come with a specific question.
I have three loops in my game engine which are input-loop, update-loop and render-loop. ...
0
votes
0answers
25 views
Turning on collision crashes game
I am getting a null pointer excecption to both my sprite and level. I am working on my mob class, and when I try to move him and the move function is called, the game crashes after checking collision ...
2
votes
2answers
75 views
How to mimic the same fixed-size horizon as in this racing game?
I am trying to replicate the same horizon (buildings and sky) as in the image below:
As you can see, the player has advanced in a straight line, yet the horizon has still the same size:
This is ...
0
votes
0answers
26 views
Light shaped like a line
I am trying to figure out how line-shaped lights fit into the standard point light/spotlight/directional light scheme.
The way I see it, there are two options:
Seed the line with regular point ...
0
votes
0answers
40 views
Libgdx - 2D Mesh rendering overlap glitch
I am trying to render a 2D circle segment mesh (quarter circle)using Libgdx/Opengl ES 2.0 but I seem to be getting an overlapping issue as seen in the picture attached.
I cant seem to find the cause ...
1
vote
0answers
32 views
Where can I find a collection of photorealistic scenes? [closed]
Where can I find a collection of 10-100 3D scenes with photorealistic levels of detail? For example, the scene rendered here contains photorealistic detail.
Note I want the underlying object models, ...
0
votes
1answer
78 views
spinning a 2d Cube
I know that a cube is actually a 3d shape , but i have some other problem over here.
I have been doing 2D Game dev using libgdx but have never touched 3D rendering. Now what I want in my 2D game is ...
1
vote
1answer
30 views
How should I handle a modelview stack with multiple shader programs involved?
I'm building a framework where each object has an associated program and each object has a 'draw' method.
What is the best choice, to have a single modelview stack handled by a Renderer class or to ...
0
votes
0answers
24 views
Transparency in XNA-4 primitives
I'm using XNA 4 with Visual Studio 2010. I'm trying to create a simple 3D world with walls and doors in which the user to free to roam around.
A wall is just a rectangle which is currently being ...
0
votes
1answer
56 views
Implementing Camera Zoom in a 2D Engine
I'm currently trying to implement camera scaling/zoom in my 2D Engine.
Normally I calculate the Sprite's drawing size and position similar to this pseudo code:
render()
{
var x = sprite.x;
...
6
votes
2answers
356 views
Java single Array best choice for accessing pixels for manipulation?
I am just watching this tutorial https://www.youtube.com/watch?v=HwUnMy_pR6A and the guy (who seems to be pretty competent) is using a single array to store and access the pixels of his to-be-rendered ...
1
vote
0answers
75 views
Create multiple viewports in minecraft?
Im new to minecraft modding, but Im curious about the possibility of creating a mod such that players could set up a 'security camera' with its own viewport so that the player could 'see what the ...
1
vote
0answers
88 views
How can I reduce draw calls when using glBufferSubData and DYNAMIC_DRAW?
At first I had the problem where I had about 150 rectangles rendered every tick. I only used STATIC_DRAW and glBufferData. I added support for DYNAMIC_DRAW and glBufferSubData and now I have a very ...
0
votes
0answers
51 views
C# Fit an image into the outline of a 2d sprite character body perfectly
Ok, I'm trying to wrap my head around how to begin doing this. I tried on stackoverflow.com but my question was downvoted/closed for being "too broad"; so here goes again in more detail.
I have two ...
0
votes
1answer
96 views
When should I use instancing versus a constant buffer?
I've heard something about instancing and understood it's useful for drawing the same object many times with slight changes. It's faster because you call the draw function once per frame and update ...
0
votes
1answer
69 views
Which buffering process would be more efficient?
I'm working on the base engine of my game right now, specifically converting a text file into a level on-screen. As a 2D platformer, each level has an array of rectangles that can be drawn to the ...
0
votes
0answers
37 views
XNA 4.0 displaying .fbx texture problem
Here is my image. I have Steve from MineCraft I exported it to .FBX format.
After Googling for a while, I changed sampling mode to PointClamp and turned off anti-aliasing, but somehow the texture ...
0
votes
0answers
39 views
How can I transform one triangle into another triangle with HTML5 Canvas? [duplicate]
Given a triangle I'm searching for the canvas transformation to transform it into an other Triangle with the corner coordinates (A,B,C)
Input triangle: Red Triangle: A'=(0,0) B'=(80,80) C'=(0,80)
...
2
votes
1answer
49 views
Specular map: What about the specular reflection's highlight' size?
I think I know what a specular map is and what it's used for (here is an example).
http://www.rastertek.com/dx10tut21.html
One of the models of specularity that are highly popular is Phong.
In Phong ...
1
vote
1answer
81 views
Rendering models in isometric view
How to setup the rendering and camera for isometric gameworld projection? And specifically how do i get the images exactly the right size?
What angles to use to get the exact 2/1 isomtric view?
...
9
votes
3answers
1k views
How many active shaders at one frame in the game (should I typically use)? 5? Or more like 100?
I have a question: how many shaders are usually active at the same time in one scene in modern games?
I mean: I know that multiple shaders are being used (switching between them in each frame). And ...
1
vote
1answer
68 views
Render error in xna DrawPrimitive for Assimp Mesh
I am trying to render the vertices of a scene with a cube I exported as an OBJ from Blender. The 8 vertices become 24 when imported into XNA but when I render it I dont see all faces. This is not an ...
1
vote
1answer
129 views
What should I do when a VBO becomes too large in OpenGL?
Currently I have one buffer for my vertex data and one buffer for normals data. I fill them and then pass them to OpenGL for rendering.
The problem is when I load too large mesh file like "Lucy" from ...
0
votes
0answers
53 views
Rendering an Assimp Scene object in XNA without DirectX or OpenGL
Is there any site that explains how to render an imported Assimp Scene object in XNA/MonoGame using only the Frameworks available in those libraries? I realize that would be at the Vertex/Matrix level ...
1
vote
2answers
138 views
Offline texture mipmap generation
I want to generate mipmaps for 2D textures as an offline step. My priority is for image quality, execution time is not a concern. The images will, naturally, always be halved and will always be ...
1
vote
1answer
116 views
How do I use tiles and sprites together in an isometric scene?
I'm trying to write a 2D isometric scene. Rendering order is complex, since both tilemaps and sprites are different concepts. Rendering one of the 2 before the other will draw the scene incorrectly.
...
0
votes
1answer
34 views
XNA 4.0 - Strange Behavior when using RenderTarget2D
My Problem is similar to XNA 4.0 - Why does using a RenderTarget2d cause transparency on models?.
I want to render my scene to a Texture2D and then draw the texture.
If I set no RenderTarget at all ...
0
votes
0answers
57 views
Diffuse Mapping in a Game
I want to figure out the diffuse maps of some rusted objects that I plan to render in my game arena. I have taken the images of some sample objects and have also scanned them for a model of the ...
1
vote
1answer
55 views
How do I set which side of a mesh is visible?
I know little about 3D game development, but I'm trying to understand how to set what side of a mesh has the visible face. I am using Wild Magic 5 and my object looks like this:
VertexFormat* ...
12
votes
6answers
551 views
Seamless tilemap rendering (borderless adjacent images)
I have a 2D game engine that draws tilemaps by drawing tiles from a tileset image. Because by default OpenGL can only wrap the entire texture (GL_REPEAT), and not just part of it, each tile is split ...
2
votes
1answer
85 views
How do I check why is no output on screen?
I'm using OpenGL 3.3+, and I'm trying to create an orthographic projection to draw on screen. I have the model data in a buffer:
X Y
0, 0
50, 100
100, 0
And I create my Model-View-Projection ...
1
vote
1answer
87 views
Unity Vectrosity line drawing duplicates
I'm using vectrosity in my project and I'm having a problem when loading a level for the second time in a single session.
When I load the level the first time, no render problem as seen HERE
But ...
0
votes
1answer
35 views
Text not being rendered until I recreate the text class in SDL
I made a Text class, it is as shown below:
Text::Text(const int score, const float &x, const float &y, const float &w, const float &h, SDL_Renderer *rend)
{
font = ...
2
votes
1answer
205 views
How can I create a “cracked glass” material?
I'm trying to figure out how the cracked and chipped glass effect in a Bioshock Infinite Burial at Sea Episode 2 works.
My current guess is that it is essentially a transparent shader with gloss. It ...
3
votes
2answers
129 views
OpenGL - Index buffers problem
I have a custom file format that has all the needed information for a 3D mesh (exported from 3ds Max). I've extracted the data for vertices, vertex indices and normals.
I pass to OpenGL the vertex ...
2
votes
0answers
57 views
SVG—rendering performance
I have created a jump'n'run browser-game based on SVG. The »World« grew large (~80px * ~20000px, before scaled to viewport height) and rendering went slow. In consequence I included a range searching ...
0
votes
1answer
103 views
Game Taking too long during render cycles [closed]
Firstly, I'm not asking anyone to read my code. It is only posted as a reference just in case you want to. I am asking for general tips on how to get my game running at higher FPS on android, for ...