The process of generating an image or series of images from a model by means of computer programming.
0
votes
0answers
28 views
Unity material.color not changing color
I'm trying to change a material color programmatically using this line of code:
ringObj.GetComponent<Renderer>().material.color = new ...
1
vote
1answer
31 views
Gameobjects disappearing when changing renderer.material.color
I'm generating an array of objects using this code:
while(currentPosition.z < poolSize){
var ringObj = GameObject.Instantiate(ring) as GameObject;
...
0
votes
0answers
25 views
Drawing a gradient triangle with depth in mind
I'm writing a software 3D rasterizer.
I managed to get a gradient triangle to work in it:
And a triangle with z-depth shown on it:
But, how do I blend these two? So that I draw a gradient ...
0
votes
2answers
43 views
How does billboarding 3D sprites affect performance?
I was reading the Unity manual on trees and one of the claims made is as follows:
Unity uses optimisations (eg, billboarding for distant trees) to maintain good rendering performance...
I was ...
4
votes
0answers
23 views
Irradiance Map ( Irradiance environment map)?
As irradiance map is generated for every possible normal for all the texels in environment map (as every texel act as a light source) so that we can look up irradiance map, based on normal of fragment ...
0
votes
1answer
48 views
Zoom at a specific point using Orthographic camera
Currently I can perform Zoom which seems to be working fine but essentially what I'm really trying to do is zoom on a position offset from center as currently when I zoom then zoom is performed at the ...
0
votes
0answers
9 views
Render layered polygons
I am coding a video game in as3 for practice in game development/programming. It's a pixel game and I'm using my own game engine and I also created my own drawing api for thick lines and thin lines by ...
0
votes
0answers
19 views
Unity's 'Ambient' Occlusion occludes everything. How to do it better?
I'm experimenting with custom AO solutions for Unity. While looking at the source for their built-in SSAO effect, I noticed the shader is doing this:
half ao = tex2D (_SSAO, i.uv[1]).r;
ao = pow (ao, ...
4
votes
1answer
104 views
How can I reduce the draw calls in a split screen game?
I am working on a split screen game with one camera per player. It appears that the number of draw calls is multiplied by the number of cameras I have, which makes perfect sense. More cameras means ...
0
votes
0answers
6 views
Blender: Exporting a large 3D map into a 2D image [migrated]
I have designed a 3D Map in Blender. I wish to export a 2D image where I can place it inside an HTML5 canvas. The user would then be able to pan across the canvas to see the whole map.
My question ...
0
votes
2answers
58 views
How to optimize my random terrain generation and usage?
I'm new to Unity. I've created an algorithm to procedurally generate a circle-shaped tunnel made of primitive cubes GameObjects. The problem is that the game is very laggy and I can understand why: ...
3
votes
1answer
63 views
Why is quad rendered at the center (0,0) instead of top left when using orthographic projection
I have been trying to render a quad(containg a texture) using orthographic camera so that the quad can be rendered using the screen coordinates directly.
I started of by rendering just a triangle ...
0
votes
1answer
41 views
In Game Maker Studio, why does the image rotation have to be performed every step?
I'm a software developer who's trying to get into game development casually on the side. I picked up Game Maker Studio a while ago on a Steam Sale, and I'm finally getting into using it, especially ...
1
vote
0answers
12 views
Unity: Build looks different then gameview: runtime reflection probes not working correctly
Im having a really hard time figuring out how to configure my reflection probes to update in runtime once I build. The game port view looks totally different than the build view. Ive tried turning off ...
0
votes
1answer
31 views
Does Specular Power affect the Brightness?
I read the book Real-Time Rendering, 2nd Edition. Somewhere in there it say:
But I did the experiment and concluded that the mshi doesn't seem to affect to the brightness (it causes the area just ...
0
votes
1answer
33 views
Image-Space coherence of the z-buffer algorithm
I'm reading Hierarchical z-Buffer Visibility by Ned Greene et al. and they state that
traditional Z buffering makes reasonably good use of image-space coherence in the course of scan conversion.
...
0
votes
0answers
82 views
From Flash to Haxe - rendering a complex 2D scene (aka “My Graphics Hell”)
(note - This is not a technical question as such, more a query on design and structure)
I'm working right now to remake and finish an old Flash game of mine in Haxe with a new engine (Luxe).
I've ...
1
vote
1answer
56 views
Libgdx, TiledMap, and tearing
My TiledMap tears when the window is specific sizes, resized, or the camera moves.
The tileset is padded by 2px and have tried as high as 10px. Each tile is 70x70.
Here are the pack.json ...
2
votes
2answers
73 views
Unity3D: How to convince the user of objects moving closer with layering?
I'm currently developing a Universe Simulator for Android. I had a question regarding layering. I have a list of 100k 3DPoints each represent a stars co-ordinates. I have decided to break the cameras ...
0
votes
1answer
31 views
Running subsystems at difference update intervals
I want to update the rendering at 60fps, but the logic at some lower rate, say 15Hz. But if an only moves when the game logic updates, then it would appear to stutter badly especially for lower ...
0
votes
1answer
73 views
Sprite quickly disappears after rendering
I'm currently making space invaders and I'm using the game loop pattern as described here. I have an entity class from which there is a spaceship derived class. The base entity class contains all of ...
0
votes
0answers
28 views
VR/360 playback recording of standard gameplay
Apologies if this question has been asked before, and apologies too if it is obvious to those with knowledge - I'm completely tech illiterate especially when it comes to gaming etc so bear with me!
...
1
vote
0answers
20 views
Bidirectional Path Tracing questions
I'm coding a Bidirectional Path Tracing application for school in C++ and I have some questions (I haven't found useful explanations on the web)
1) Why does the EyePath have one more vertex?
2) When ...
0
votes
2answers
46 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
126 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
31 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
48 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
62 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
56 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
58 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
35 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 ...
1
vote
0answers
56 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
79 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
55 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
48 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
50 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
30 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
31 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
110 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
140 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
281 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
91 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
29 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
68 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
33 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
57 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
118 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
50 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
67 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
14 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 ...