The process of generating an image or series of images from a model by means of computer programming.
0
votes
2answers
27 views
Hide building roof & Hide faces/vertices depending on world location
I'm currently developing a small game for my own enjoyment and I've ran into a problem. As you probably know many third person games (such as Runescape and XCOM, for example) hide the roofs when you ...
0
votes
2answers
75 views
Optimising Voxel World Rendering
There are a couple of questions like this already. This one is different because it is specifically about rendering, as opposed to navigation and generation. I've implemented suggestions from here ...
0
votes
0answers
28 views
Trouble with OpenGL on OS X
I'm creating an OpenGL-based game for OS X using Xcode. Everything renders correctly when I run the game in debug mode. However, running the game in release mode shows just a blank white window. This ...
0
votes
0answers
26 views
Box2d - Texture lagging and flickering
I'm having issues with texture rendering in my game. I've done a lot of research and repeated the same steps of tutorials over the internet to render and update Sprite positions properly. Somehow, ...
1
vote
1answer
48 views
How to create realism similar to scenes rendered in Vray?
I am tasked to make a game which requires very realistic interior scenes. Unity's bedroom demo(http://blogs.unity3d.com/2015/11/10/bedroom-demo-archviz-with-ssrr/) really caught my eye. See I know how ...
0
votes
3answers
44 views
LibGDX efficient colored rectangle rendering
I'm creating a game in which I renderer around 1000 to 2000 solid colored squares per frame, 90% of which are the same size: ~4 px depending on the dpi. I am looking for the most efficient way to ...
0
votes
0answers
36 views
Objects rendering only on editor, but not on build (they get invisible)
Everything works fine in the editor, but when I build the game, none of the objects in the scene are rendered, and only the skybox and UI text is visible. But although they aren't appearing, they are ...
0
votes
0answers
25 views
Libgdx and Box2D TiledMap render is not smooth
I'm building simple side scroller game. My player (square) move fast and it interacts with other world objects. Problem is when my player is moving it seems that all world is rendering somehow strange ...
0
votes
0answers
14 views
WebGL Browser speed test before starting project [closed]
I want to test the speed of my browser before I'm starting a webGl project.
I know the speed can differ on every system/browser/hardware combination, but I just want to get a (very) global picture of ...
1
vote
0answers
45 views
Texture gets blurry when moving Box2D body
I'm having this issue that is very annoying. Somehow the texture of the player body is getting blurry and leaving a slight trail with its colors when moving it. The interesting fact is, this only ...
0
votes
0answers
62 views
Water Rendering with LibGDX and LiquidFun
I'm very new to game development and I need some help with a renderer. Can somebody show some code for a Water renderer (and shaders if needed) using libgdx and liquidfun? I can render my particles ...
1
vote
1answer
54 views
What is render path? [closed]
What is "render path"? Who invented this term?
I can suppose that this thing mean something one from the list below:
The thing which shows which rendering technique should be used (e.g. ...
0
votes
0answers
41 views
What is the best way to represent a large field of objects while using minimal resources?
I have recently started to plan a project in Unity that will be for android. I have a database that consists of over 150,000 stars (may trim this down if I/O cripples the overhead). The game will ...
0
votes
0answers
47 views
Problem with Pixels In The Game
So, in the game that I am developing, there is an issue with the pixels for the different objects. This is a problem as it makes the game a little awkward. Essentially, the pixels for a house in the ...
0
votes
1answer
27 views
HTML Canvas Makes Everything Bolder On Right Side
For some strange and sudden reason, my canvas seems to make lines thicker and darker on the right ~1/4-ish. I have tried multiple browsers and different computers and they all have the same rendering ...
1
vote
1answer
24 views
Using a smaller off-screen buffer for rendering
I am seeing this in most of the game codes I read and tutorial videos I watch. When using double buffering in rendering, they use a smaller sized off-screen buffer, then just scale it up when drawing ...
0
votes
2answers
71 views
Unity sprites rendering problems on Android
I'm creating a simple 2d game for android, with normal sprites and animations. The problem is that when I open the game on my smartphone (Samsung galaxy trend plus), The sprites are rendered this way:
...
0
votes
1answer
106 views
In Unity, how do I make a mesh change its opacity during runtime?
I'm trying to make a isometric game. I want to make it so that when the player goes behind a wall, the wall's alpha goes down.
How do I go about doing this?
I have this code that I made, but I don't ...
5
votes
2answers
258 views
How to render water reflections on multiple heights
I'm making a voxel game on OpenGL, and are trying to find a way to render semi-realistic water (At least partially good looking, it doesn't need to be strictly scientific accurate).
All sources ...
3
votes
1answer
81 views
The better performance in occlusion culling, plane or quad?
In the above picture, when the left camera shows two small parts of the quad, all of that is rendered (it can be a very large quad). But in the right one only two small parts of it is rendered.
...
0
votes
1answer
25 views
SVD vs Normal decomposition for BRDF compression
In the slides over here by NVidia, they describe methods for BRDF compression. They first create a BRDF matrix where each column(or row) corresponds to a single light direction (or outgoing view ...
0
votes
1answer
64 views
How does UV mapping work for the spaces between vertices?
In UV mapping each vertex has a UV coordinate, but wouldn't that just make 1 pixel for every vertex? How do you find out the texture coordinate for the spaces in between the vertices? Am I not ...
0
votes
1answer
24 views
Slick & LWJGL Flickering Problem
I have an flickering problem with rendering tiles.
Rendering Method.
int tileSize = TileManager.tileSize;
for(int y = 0 ; y < mapHeight ; y++){
for(int x = 0 ; x < mapWidth ; ...
1
vote
1answer
51 views
Multitexturing depending on given variables?
Im having trouble with rendering multiple textures.
Using XNA gamestudio: working with 3D meshes and texturing.
Effect.fx HLSL
I do have a map/level that loads from a heightmap. - This works
I have ...
1
vote
0answers
87 views
OpenGL Render Queue Design
I am currently designing the rendering system for a 2D game built in C++ and OpenGL, and am unsure about how to go about implementing a sorting procedure to maximise efficiency and minimize OpenGL ...
0
votes
1answer
36 views
Problem with transparent textures in SFML
I have been told that this is kind of a common problem with transparent textures, but didn't get any further information on how to solve it.
In my code, I'm trying to render this texture (a square ...
0
votes
1answer
62 views
How to map square texture to triangle?
I want to find the texture coordinates for point P. I have the vertices of the triangle and their corresponding uv coordinates.
The numbers in the little squares in the texture represent color ...
0
votes
0answers
12 views
Disable buffer swapping in LibGDX
Is there a way to disable buffer swapping in LibGDX every time the "render" call of ApplicationListener returns? I mean - I'm looking on some way to be able to tell the framework if I want the buffers ...
4
votes
3answers
122 views
Painter algorithm vs. 3D rendering with Z-buffer when drawing 2D Sprites
I'm currently developing a tile base engine. I want it to look like your average old school tilebased RPG like Zelda - Link to the past (orthographic projection, squared tile texture, textures ...
2
votes
1answer
48 views
Java 2D Game Development - Best Performance With Rendering
I have seen two different rendering methods. One of them is rendering multiple bufferedImages like g.drawImage(image1 to imagexxx, x, y). Like in my game I have to render, on each tick, 880 buffered ...
1
vote
1answer
33 views
how to render to texture in single mip-level? [D3D9]
I'm trying to implement Hi-Z Screen-Space Cone-Traced Reflections using Direct3D9. I already know how to render to specific mip-level texture using Direct3D11, but not using Direct3D9.
Has anyone ...
1
vote
0answers
20 views
GL.Scissor not working as expected
I have some code for rendering a button in an application and I want to clip the text if it's wider than the button itself. Here a bit of code to describe what I'm doing:
...
0
votes
1answer
35 views
SFML RectangleShape won't render
I have a sf::RectangleShape in my code which is defined like this :
sf::RectangleShape shape_1;
And it's values are set like this :
shape_1.setFillColor(sf::Color::White);
...
2
votes
1answer
38 views
Unreal Engine Player Quality
I had to force Unreal to use my integrated graphics card because VR wasn't working with my NVidia card.
When I did this, the framerate dropped terribly and it popped up a dialogue "Frame rate's bad, ...
0
votes
0answers
17 views
Is it possible to Change the vertex format of a Model from line list to Triangle strip using DirectX
So I have a DirectX game library and using DirectX models in a game I am developing.
All the models I am using have a Triangle Strip topology and thats fine as ID3DXMesh uses triangle strips for ...
1
vote
0answers
62 views
My Game Renders Awful In Android Build
I'm working on a 3D Sniper game and have finished the project. When I test it on Windows (7). It's All Fine, not even a bug. But when I take the app into android (Bluestacks App Player), my buttons ...
0
votes
1answer
62 views
Java - LWJGL OBJ Loader with Materials not rendering
So I successfully loading my obj file but I obviously want to get materials on it. I added the vt(texture) to the OBJLoader and the Model.render but still rendering textureless. I have exported the ...
3
votes
1answer
67 views
How to determine what color will be written into single pixel framebuffer?
I thinking about rendering into single pixel (1x1) framebuffer.
For example we have two triangles which covers whole NDC area, one is green second red.
What color will be written to 1x1 framebuffer? ...
-1
votes
1answer
49 views
Why not draw a custom font with lines and/or polygons?
Reasons/advantages I see:
More flexible procedural animation.
Completely custom font.
Performance (no texturing or high-poly)?
No assets (unless data-driven).
Multi-resolution compared to sprite ...
4
votes
1answer
61 views
What is the fastest way of drawing simple, textured geomtries and keeping the depth test?
I'm looking for a fast way to draw simple 3D geometries - that will consist of up to 10 vertices. Each of them will have a texture (though varying between geometries). I also want to store the ...
0
votes
0answers
37 views
Rendering BOX2D shapes with LIBGDX
I have been creating a game on my own and I need a little help to begin with graphics. I haven' t found much in the internet about this topic, so I came here.
Right now I've got a chainshape that i'm ...
2
votes
0answers
48 views
How can I reduce render time on scenes with lots of UI component?
I'm looking for a way to reduce rendering time for my Game Over scene. A quick look of the scene components is like this:
All yellow objects are UIButton, texts are all UIText, white areas are all ...
2
votes
0answers
37 views
Problem with baked lights
I'm working on a 3D gallery experience and I'm having some difficulties regarding directional and point baked lights.
When I build it for web with webgl, only global lights are rendered, but when my ...
0
votes
2answers
59 views
Libgdx change to other screen and dispose current one
I am trying to switch to a GameScreen when the LinearVelocity of a Box2D - Object is x = 0.
If it is so, I am using the setScreen() - Method by calling the main class. This works perfekt, but when ...
0
votes
0answers
18 views
Finding intersection in CPU ray casting
I'm trying to implement a ray casting on CPU, for each pixel I have a ray. I'm reading the data which is stored in a rectilinear grid. I'm trying to find the intersection but I'm not sure how to do ...
2
votes
1answer
73 views
Transparency sorting in 3D world with different render types
I am rendering a world, object, and models from an older game format. The world is presented in a BSP tree so I can quickly iterate through. The opaque surfaces are rendered front to back. Then ...
2
votes
1answer
133 views
How would i go about implementing portals into my game?
I don't mean to ask a broad question, so let me explain. I'm creating a 2D top-down design game and I'd like to implement "portals" to be able to switch between worlds. Each world is a level class, ...
-2
votes
1answer
53 views
What should my team and I learn first 2D or 3D? [closed]
Hello I am willing to start making a game about adventuring and saving the dream land of goats from nightmares. I have a small team of people that go to the same school as I do and we are all at a ...
0
votes
0answers
24 views
Layout is different?
I know that layouts can look different on different screen sizes, but I didn't take that into account when I made this layout. So, it is designed for normal screen size, by default, and my phone ...
3
votes
1answer
281 views
Unity: Apply an Image Effect on one layer only
Please consider this simple scene.
It’s composed of 3 different game objects. 1 background image + 1 static character image + 1 small part (with the pet) that is changed at runtime to perform an ...