The process of generating an image or series of images from a model by means of computer programming.
0
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0answers
8 views
Implementation of a render system [on hold]
I'd like to know what you think would be the best way to create a system that would essentially draw things on the screen. I would have a class or interface called RenderManager and I could implement ...
0
votes
1answer
33 views
Normal Mapped Models Render with render target background color acting as transparency and lighting Problem [on hold]
SOLVED. See my comment below.
Originally I noticed some sort of transparency when rendering in Direct3D 11. I noticed it was worse once I changed my background color to something other than black. ...
0
votes
0answers
41 views
Flickering Textures
I have downloaded an FBX and its textures and imported them into my project. The problem I have is that the textures are flickering very much in my current scene whenever I move the mouse.
I have ...
1
vote
1answer
34 views
How to improve Batch Rendering to work with 3D skeletal animation data
I've implemented a batch rendering technique that is described in detail here: http://www.gamedev.net/page/resources/_/technical/opengl/opengl-batch-rendering-r3900
I'd like to extend it now to ...
1
vote
1answer
78 views
For Vertex Buffer Steaming, Multiple glBufferSubData VS Orphaning?
I was learning OpenGL recently.
In games, we need to update the position of game objects frequently, and they will come in & out of screen constantly. So it means in rendering we need to update ...
0
votes
0answers
20 views
How can I batch render a DAG?
My game entity's transforms are stored in parent coordinates in a DAG. My render loop right now is a simple DAG traversal, pushing and popping matrices on a stack at each level.
I would like to ...
0
votes
0answers
16 views
Jmonkey Translucent Render Bucket fails to model object last
So I have a weapon model that moves wherever the camera moves and the rotation of the weapon is the same as the rotation of the camera. Additionally I added the weapon to the Translucency Queue Bucket ...
0
votes
1answer
73 views
OpenGL not rendering full scene, it is a mystery [closed]
I am trying to draw a scene in the sort of style of mock vector graphics. I've helped on a 2D game before with GLSL, but I tried to keep a simple approach to this project since I'm working by myself, ...
0
votes
1answer
74 views
How to render a vertex buffer in DirectX11 C++ (specifically with box2d's b2Draw)
I have all the DirectX11 devices etc setup and working with DirectXTK's SpriteBatch and currently attempting to implement a b2Draw class to draw my box2d physics worlds.
I have little idea on how to ...
0
votes
1answer
85 views
Rendering a Voxelized Mesh [closed]
I've been reading many papers about how to voxelize meshes using different GPU techniques, but I've ran into a problem that I'm not sure how to solve properly. I understand the process of how to ...
2
votes
3answers
139 views
What exactly IS a model?
I'm trying to actually learn OpenGL after having experimented with it for a while, and so I'm trying to build a rudimentary rendering engine (not a game engine) to lead me through it. I've come to a ...
9
votes
1answer
364 views
In OpenGL, what is “zero state” rendering?
Recently at a job interview, I mentioned that I taught myself modern OpenGL and rendering with vertex buffer objects because my university only taught the fixed function pipeline with immediate mode ...
0
votes
0answers
76 views
Layers with parallax in a game with zoom out by a transformation matrix
I'm trying to implement a parallax rendering to my multi layered backgrounds. It's a classic 2d fighting game like The King of Fighters and Street Fighter.
It may have a stage composed by 5 layers.
...
0
votes
0answers
38 views
Voxel sparse octrees for indirect illumination
I don't understand the use of voxel sparse octrees for indirect illumination calculations. First of all, what exactly is happing? We're rendering the scene as usual with diffuse lighting. In the ...
4
votes
4answers
291 views
How do I prevent receiving data from the network from dropping rendering frames in a multiplayer game?
I'm building an HTML5 massively multiplayer online game. I've been working on this project for awhile, but am having some trouble sorting through a couple of performance issues.
Since this is a ...
0
votes
1answer
69 views
Isometric View of “Voxel-Style” Terrain
Suppose you have an arrangement of data for a terrain set up like this: terrain[layer][cart-x][cart-y]. Each location (ex. terrain[0][0][0] for the top left corner of the lowest layer) in the array ...
0
votes
0answers
69 views
Shader - Objects Depth or Thickness
I am using Unity and would like to render the thickness of an object.My first thought was to use the ZBuffer and the depth but it is always depend to the camera, it seems legit.But I would like to ...
2
votes
1answer
82 views
When using deferred rendering technique, what space should my normals be? Why?
I'm implementing a deferred shading technique and the following question arose:
When storing the normals, should I transform to view space, or may I keep them in world space? Why?
Will any of the ...
2
votes
0answers
71 views
Transparent diffuse fails to render from all viewing angles
I'm rendering this chunk as a Unity mesh and I have just one material (with alpha) which is applied over all the mesh.
Everything in the chunk is automatically generated at runtime, so it's not ...
0
votes
0answers
78 views
X, Y, Z rotation around camera
I'm making a 3d orthogonal-projected, game using painters' algorithm in java.
I'm able to rotate the objects with incremental rotations (e.g. rotate all objects 10 degrees) using affine ...
6
votes
2answers
248 views
Can someone explain dual contouring?
I've been trying to understand voxel rendering and have been looking at dual contouring (DC).
So far I understand this much:
Run a density function for a set of grid points (i.e noise function)
...
1
vote
1answer
104 views
Correct multiplication order for a 2D Matrix
I'm currently trying to create a camera and entity/model matrix for my 2D game similar to that of Unity3D.
I've already tried to find answers to this question on stackoverflow/gamedev but i couldn't ...
2
votes
1answer
33 views
Swapping Framebuffers or swapping attachments?
I wanted to know what the better approach would be for post-processing: swapping between framebuffers or swapping between textures attached to one framebuffer?
1
vote
1answer
98 views
Why are my sprite outlines partially rendering in the wrong place?
I've been trying to draw an outline around a sprite using the code from this answer.
Details
My sprite is called Ship2Sprite.
This is how I create the rectangle:
rectangle = New ...
53
votes
9answers
15k views
Why are gaming graphics not as beautiful as animated movies?
I remember watching the Tomb Raider pre-rendered trailer, and wished those graphics could be in the game itself.
Why there is such a big difference between the trailer and the actual game? I ...
2
votes
0answers
25 views
Render on texture with alpha 0 for the background colour
Sorry if the question is stupid but I am very new to opengl.
I render on a target a scene with a couple of object on a background that is nothing more than the clear colour (which is ...
0
votes
1answer
56 views
Is the rendering of distorted point clouds more complex?
I have two point clouds of n points:
A dense ball-shape point cloud with many points inside
A spherical point cloud with points on its surface.
Is there (really) any difference between rendering ...
0
votes
0answers
44 views
2D Game with a big block-based Map - Create for each block one block-object? [duplicate]
I'm working on a 2D game in Java which will be similar to Terraria (Mincecraft 2D).
I want to generae the world-map random. The world (the ground) consists of 32x32 blocks.
How I should handle all ...
2
votes
1answer
59 views
Impact of object's statistics on the rendering
Consider two 3D objects with n points and n triangles. One of the objects has a smooth surface such as a ball or a box, and the other object is like a fuzzy onion-layered object with large ...
17
votes
1answer
845 views
What problem does double or triple buffering solve in modern games?
I want to check if my understanding of the causes for using double (or triple) buffering is correct:
A monitor with 60Hz refresh's the monitor-display 60 times per second.
If the monitor refresh the ...
1
vote
2answers
95 views
Fast determination of whether objects are onscreen in 2D
So currently, I have this in each object's renderer's update method:
float a = transform.position.x * Main.scale;
float b = transform.position.y * Main.scale;
float c = ...
0
votes
1answer
75 views
TileEntitySpecialRenderer only renders from certain angle
I'm developing a Minecraft mod with Forge. I've added a tileentity and a custom renderer for it. The problem is: The block is only visible from sertain angles. I've compaed my code to other peoples ...
2
votes
1answer
44 views
Rendering a mesh in image viewport
I have a mesh made of nearly half to a one million vertices. I also have some 6-DoF camera poses around this mesh. At these poses I'd like to find out which of the 3D points of this mesh get projected ...
0
votes
2answers
201 views
How do I switch between the game screen and score screen without redrawing everything?
I'm working on a multiplayer game in Libgdx and want to display the scores of say, the top 10 players on the map. The player should be able to checking the scores at any point during the game and ...
2
votes
2answers
107 views
How do I get rid of this coloured border on my sprite?
I'm working on a 2D game in Unity. My triangle sprites display in-game with a line along one of the transparent sides:
Larger view here.
You might need to zoom somewhat. It's quite obvious on the ...
0
votes
1answer
55 views
LibGDX ShapeRenderer rotated
I'm having a weird problem with the LibGDX ShapeRenderer where it draws everything rotated.
Here are some images to show you what i mean:
This is what it looks like in Tiled(Map Editor):
This is ...
1
vote
1answer
57 views
Rendering order for units behind objects?
Im developing a 2D game with some fake 3D effects (parallell projection).
2D-units are able to walk in front of buildings aswell as behind them, although themselves being just 2d-objects.
This leads ...
1
vote
2answers
69 views
Setting up a camera to make the world look large
I am attempting to configure my camera to give the impression of a normal sized player in a giant room. Since units are arbitrary, I figured this should be possible (despite the fact that the room is ...
0
votes
1answer
193 views
GGX energy conservation
I´m trying to implement a microfacet BDRF with GGX density function in my renderer. I have read almost all the papers out there in the last week, and I have a bunch of equations that should work fine, ...
1
vote
2answers
118 views
2D Lighting Glitch
I've been working on a game in Java, and recently I decided to try out my game on a netbook just to see how it would run. While I do get a constant and decent FPS, it appears that my lighting ...
0
votes
1answer
36 views
OpenGL strange rendering problem when buffers have different sizes
I have encountered a very odd error in my program, "odd" in the sense that everything the API says suggests that the error should not occur.
I have a bunch of 2D un-indexed vertex data, and I want to ...
0
votes
2answers
276 views
terrain not properly rendering
I'm extending the terrain quad with resources from various tutorials and have the following code:
public class WorldTerrain extends TerrainQuad {
public static final String NAME = "terrain";
...
0
votes
1answer
250 views
What is “ping pong” in the context of graphics rendering?
I have to render a scene, once per light, and blend the result of the various passes. I heard and read that one way to increase performances and render targets to use would be ping pong.
I'm new to ...
2
votes
0answers
99 views
DX 11 Specular Highlights in Deferred Renderer
I am currently implementing a deferred renderer in DX11.1. Right now I am having a problem that I can't seem to crack with specular highlights when I have multiple light sources.
I keep a vector of ...
1
vote
1answer
66 views
Why does this no longer render the “test tri”? [closed]
So I got this code about rendering a shaded tri using sharpDX ...
var vertexShaderByteCode = ShaderBytecode.CompileFromFile("MiniTri.fx", "VS", "vs_4_0", ShaderFlags.None, EffectFlags.None);
var ...
4
votes
1answer
139 views
cost of texture change vs color change
How would I go about determining the difference in cost between changing the render color of an object every frame vice changing the texture (same sheet, just changing the source rectangle) every ...
3
votes
2answers
144 views
Render with multiple lights (one pass per light)
I have already a system that at the moment handle multiple lights just passing an array of light struct and loop through it. I had been told to switch to a multipass rendering approach. How should I ...
0
votes
0answers
141 views
How do I structure my models for 3D animation?
I have a question about implementing a 3D animation system in my engine. The following is how I am attempting to model the render / animation systems.
(Note: I am using Haskell for the pseudo-code ...
1
vote
1answer
187 views
How to draw a specific GameObject into RenderTexture in unity?
To apply my effect, I should draw only several specific objects into a RenderTexture, with their material, and then use the RenderTexture as a texture for an another object. I think ...
0
votes
1answer
62 views
When and how to apply affine translations to vertices of a mesh with LWJGL
So, I have a rigid body class, containing a list of vertices and a 4x4 transformation matrix. At the moment, I'm applying the transformation matrix to each vertex individually, and am unable to revert ...