The process of generating an image or series of images from a model by means of computer programming.
5
votes
1answer
136 views
Is there any less expensive way to achieve this lighting effect?
I'm creating a game that is similar to Tibia on its projection:
But I want it, under the hoods, to be 3D, and extremely dynamic - meshes generated on the fly, statues exploding and turning into ...
2
votes
1answer
50 views
360 degree video of my OpenGL game
I want to make a 360 degree video of my OpenGL game.
Concerning the rendering: Is it enough to render it in OpenGL with a specific projection matrix? If yes, which one? Or can I render it into a cube ...
0
votes
0answers
28 views
Unity - Aligning a downsampled texture with the texture it was downsampled from
I have a sprite which is being drawn to a render texture
I then use the following shader to downsample that texture
Shader "Custom/Downsample"
{
Properties
{
_Texture("Texture To Downsample", ...
1
vote
0answers
51 views
Unity - Trying to copy the render texture for the scene rendered by a camera but it is blank?
I'm trying to copy the scene rendered by a particular camera to a render target. I know this should be possible to do without using the camera's target texture as I read through this official Unity ...
0
votes
1answer
44 views
Is it feasible to stream your game when the screen is small?
My game consists of a very small screen (256x256). Behind that screen, though, there is a lot of very, very expensive ray tracing going on, which requires a very powerful GPU. Moreover, all clients ...
0
votes
1answer
65 views
Why does my mesh disappear from certain angles?
I'm trying to construct a hexagonal prism from vertices for my turn-based strategy game. This is my first time working with meshes and I have been following this tutorial.
The problem I am having is ...
0
votes
0answers
17 views
Quadtree render and remove objects
I am currently working on 2d multiplayer game like agar.io. I use quadtree on server side to send cells to clients base on clients' position for rendering. on clients side, I use iterator to remove ...
0
votes
0answers
32 views
How to render lenticular clouds with volume rendering?
I have learnt some volumetric clouds rendered with perlin noise or some hybrid 3D noise. Like some of the clouds on ShaderToy. All of them look really realistic. But the cloud I want to render is ...
0
votes
0answers
35 views
Does light source color defines its radiance?
My understanding is that a light source can emits wavelength in red colour; and the same red light source (viewed from the same angle) can have more intensity if it emits much more light flux and ...
0
votes
1answer
37 views
SFML: Optimizing sf::Text?
I've been noticing that using multiple sf::Text objects has a huge impact on performance.
The difference between using 1 or 4 sf::Text objects can result in almost a 40FPS drop (From 120 to 80).
...
1
vote
0answers
19 views
Multiple Depth masks rendered individually [on hold]
I'm using THIS shader to create some holes in walls to serve as windows and doors.the problem is that if I put a window on a wall and look through it, other walls won't be rendered like the wall with ...
0
votes
0answers
39 views
UE4 Huge texture not rendering on Android
So i'm using a "Shape_plane" from the starter pack and i set the scale to x=500, y=500, z=1 and i set the texture to a map of my collage and on my computer it looks like this
But on my phone it ...
0
votes
0answers
29 views
Unity3D Only render when key is pressed
I am researching Interaction Latency - the delay between pressing a key and seeing the result on screen.
I have my Unity3D application deployed remotely to an EC2 instance on AWS. I have another ...
0
votes
0answers
33 views
How to solve this rendering issue using Unity 3d?
I recently face rendering issue using Unity 5.
I transfer the application from Oculus platform to Android platform.
But I do not know how to solve this rendering issue.
1) There is some delay ...
40
votes
4answers
8k views
Why do modern games use a render-to-texture approach for mirrors?
When looking at old games like Mario64 or DukeNukem3D, all the mirrors in the game are essentially just holes in the wall with a mirrored copy of the geometry in front of the mirror put behind them. ...
3
votes
1answer
66 views
Render object with different shader depending on the camera
I have an object with a custom shader. When it is being rendered by cameraA, then I want it to render a particular way (ex red). When it is rendered by another cameraB, I want it to render a different ...
5
votes
2answers
163 views
Level of detail for the map of stars
I have a large list of points (millions) in 2d. Let's say it's a star map. Each star has a radius and position in space.
I want to render this map at different level of details. From a single star to ...
2
votes
0answers
24 views
Problem Rendering a Wireframe Cube and Grid with DirectX 11
I am trying to draw a 3D Wireframe (just the lines that connect each vertex) Cube and a 10x10 grid with D3D11. So far, this is my code
//************************************************************
//...
1
vote
0answers
55 views
How to render Viva Pinata fur
In the game Viva Pinata, cute virtual animals have color changing paper cut like furs.
It didn't seem like using shell rendering because there are LOTS of animals in a scene and shell rendering each ...
1
vote
2answers
58 views
Draw bug is creating a lot of Enemies
I'm working on 2d java game and I have little issues what I can't resolve.
My problem is when I want to create 5 enemies with for loop, random post is creating lot of Enemies, not 5. How can I resolve ...
4
votes
1answer
109 views
How do I pixelate a scene with SceneKit and Metal, in Swift?
I managed to get pixelation working by using the OpenGLES2 rendering API, and a CIFilter. But it was way too slow, so I want to use the Metal API and just have a very simple filter that pixelates ...
5
votes
1answer
107 views
Unity - Small holes of light seems to go through my blender mesh
So, I am currently working on a low-poly terrain in Blender which will be flat-shaded in Unity. It all works great, however I am working on a cave for the terrain, and I seem to be getting these small ...
0
votes
0answers
61 views
A few questions about Order Independent Transparency
I've been looking through several different Order Independent Transparency algorithms. But very few of them seem to answer a few things.
I understand that the idea of OIT is to not worry so much ...
1
vote
1answer
37 views
SDL2: Texture not rendering to screen
I'm trying to render a BMP image, but nothing is showing up other than the draw color. I have most of my code in a header file.
[game.h]
#ifndef __Game__
#define __Game__
#include <string>
#...
4
votes
2answers
248 views
Separating game logic and rendering
I know this has been asked before but I would like some things cleared up.
I understand that game logic and rendering should be separated but my problem is more or less how? For instance, should the ...
1
vote
1answer
56 views
Explosion animation only rendering last frame
I recently picked up libgdx and I'm obsessed. So far it's been smooth sailing until I've tried to implement an explosion animation based on an event. The game I'm developing is a simple space asteroid ...
0
votes
1answer
33 views
LibGDX Image Outline Help
As I was working on some art for my project, I decided that I should add an outline around some objects.
So I tried my method; which was to create a second image slightly larger than the first, make ...
1
vote
1answer
35 views
Faces on 3D model not rendering in the correct
I seem to be having trouble with rendering models in monogame. I'm trying to draw several cubes, in a minecraft style world. It's a simple .obj file, nothing special. But... for whatever reason, both ...
0
votes
1answer
62 views
C++/SDL Snake Game: Drawing Tail Crashes Game
I"ve been making a snake game in C++ using SDL (first game and first time using SDL), and I've run into a bug. As the tail of the snake gets longer, the game slows down (snake gets slower), and ...
1
vote
0answers
61 views
Rendering the whole game world
I'm trying to create a live minimap of the complete game world. In order to do that I'm taking a snapshot of the whole game world (not only the part that is displayed) every 100ms or so.
The code I'...
0
votes
0answers
25 views
LibGDX Render Mesh
I have a Mesh mesh.
I'd like to render mesh. However, its method for doing so is render(Shader shader, int primitiveType). I don't have a shader.
To get a shader, the thing to do is new Shader(...
1
vote
0answers
18 views
Multi Sampling in Rendering Pipeline?
I am trying to understand : How does multi-sampling rasterization effects pixel shader output?
In a nutshell (i am skipping some steps to stay on point of question):
Vertex data is fetched.
Vertex ...
1
vote
0answers
17 views
How to create a texture2d from an array of pixels in DirectX11
I currently have a ray-casting camera that holds an array of pixel colors (XMFLOAT4 color) that is 1024x768.
I am trying to create a Texture2D in DirectX11 that is also 1024x768 and simply copy over ...
1
vote
0answers
32 views
Unable to draw tabular view for images in libgdx
I am trying to draw a table of images using images from my asset folder. However I always get a blank black screen.If I replace the images with textbuttons, then I am able to draw the buttons in ...
1
vote
0answers
35 views
Renderable object abstraction
In my engine I have 2 types of 2D renderables: sprites and groups (and maybe primitives later). Sprites are just textured quads and groups are multiple renderables grouped in a single object. I have ...
1
vote
1answer
94 views
Use Stage's draw() method to invoke Actor's draw method in Libgdx
Question :
In the following snippet, I wish to draw different shapes such as rectangles, circles, triangles etc. I will be creating different class files for each of such objects, as I did for ...
3
votes
1answer
66 views
OpenglGL Render two scenes with one draw call
I need to draw a normal-vector scene and default scene.
I could achieve this my having two programs with different fragment shader to produce the following images. It will require me to draw ...
1
vote
1answer
49 views
How to “port” Java2D code to LWJGL
I've been following some game tutorials on youtube and developed a custom engine using Java (Graphics2D, BufferStrategy and such).
I have a class "Surface", which represents any 2D object (image, ...
-1
votes
1answer
79 views
How can I handling rendering of entities with an entity/component system?
I'm implementing an entity system in a game engine which is based on the Artemis framework. My question is, how can I wrap an existing rendering engine (like Ogre or Irrlicht) under this framework?
...
1
vote
0answers
13 views
Setting useImmersiveMode to true makes a moving sprite blink in a LibGDX game
I'm developing a simple game where i have gravity and a body which jumps when i touch the screen and a sprite displaying in its position. All is good until i set useImmersiveMode to true on ...
0
votes
1answer
33 views
How to draw and give functions to multiple things at once?
I'm using plain JavaScript and I've bee coding a hardcore platformer game. I want there to be multiple enemies at once and before I write up the code I have a question. How do i approach that? Do I ...
0
votes
1answer
37 views
Libgdx change the image inside table dynamically
I am trying to draw a HUD that shows the score and time and image like loading but I want to update and change the image when the score get higher but I tried to do that but it is not working. I ...
0
votes
0answers
51 views
How do I make an object not appear grey regardless of distance?
My moon texture is on a plane 500m away and I would like to know if there is a way to keep displaying the texture:
As opposed to it turning grey as pictured here:
regardless of the distance it is ...
1
vote
0answers
18 views
OpenGL ES 2.0 not drawing images with shadows
I'm using OpenGL ES 2 to program a simple game 2D for Android mobile phones. I'm coding the rendering portion of the software, using the GLES20 default library.
All my sprites are rendered from a ...
1
vote
1answer
45 views
World Space canvas rendering in front of line mesh
I'm attempting to attach a pointer to my steamvr controller to simplify world interactions. I'm very new to unity, but found a nice volumetric line asset (VolumetricLines) that aesthetically is ...
0
votes
1answer
48 views
DirectX 12: Problem with render target
I've got a problem with DirectX 12 I cannot figure out by myself. I wrote a small program that should render a triangle onto the screen.
When I executed the application, however, there was no triangle ...
1
vote
0answers
25 views
Is there a more useful “inverse” alternative to portal rendering than antiportal rendering?
I'm in the process of sketching out the design of a 3D rendering engine as I'm learning my way around the subject. (Preemptively: yes, I have my reasons for rolling one from scratch, not least the ...
3
votes
1answer
190 views
Texture atlas vs. array-texture: how differently are they handled by CPU and GPU and how that impacts performance?
Unity 5.4 (currently in beta), will bring a much awaited feature (since 2013) that is array-textures - in the same vain as OpenGL's ArrayTexture. However, after doing some reading about arrays-...
0
votes
0answers
46 views
How to solve these issues with gun customization mod for Minecraft?
I' m currently making a plugin for gun customization for minecraft 1.7.10 but I have rendering issues.
All the textures match requirements. Sights are 1024x256 and the rest is 16x16 I think it's the ...
1
vote
0answers
116 views
How to draw 2D pixel data with OpenGL
I am fairly new to OpenGL. I have a 2D game in SDL2 that uses currently works by creating a SDL_Surface from the pixel data, copying it into a SDL_Texture, and rendering it to the screen with ...