The process of generating an image or series of images from a model by means of computer programming.

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21 views

swapbuffer is slow, and even i don't use any render code

Even i delete all the main loop code, only use swapbuffer function the FPS didn't change any more。 there is my render code for (int i = 0; i < 6; ++i) { glBindFramebuffer(GL_FRAMEBUFFER, ...
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11 views

canvas tile engine optimal drawing technique

I'm building a top down racing game in HTML5. I'm currently experimenting with performance. I currently have about 8 layers that I draw on the canvas with the car in the middle and 4 background and 4 ...
3
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0answers
62 views

How to disable Monogame pixel font antialiasing?

I am using Monogame 3.4 (I have held off upgrading to 3.5) and am on Windows 10. I'm drawing using the PointClamp setting (as suggested in this similar question). Whenever I render text with ...
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0answers
35 views

How would you go about applying curvature to the rendering of a flat surface?

I want to draw a 2D planet surface. I have a set of tiles, which by themselves are flat if you draw them. Now I want to apply something to the drawing process, which makes it look curved the more you ...
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0answers
19 views

Render text and still have it interractive with minimum effort with hit-testing?

The background of the situation: I need to render text. Text will be moving aroud the screen and user will have ability to interact with it by erasing with a finger, shifting the order of the words, ...
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1answer
36 views

Change Shader on This Material Via Code?

How do I change this material to have the Toon/ Lit Outline shader via code at the Start of the scene? Here is my code that I have as of now, that does not work: using UnityEngine; using System....
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1answer
89 views

Is using Spherical Harmonics still viable as a technique nowadays?

I've been implementing spherical harmonics in my Engine for learning purpose. I was wondering if Spherical Harmonics are still used in modern engine or if they moved on to the more simple cubemaps or ...
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2answers
86 views

Determine the z coordinate of a deformed plane based on uv (xy) coordinates

I am using a formula to turn the following texture into what looks like two 3 dimensional planes The formula I am using for the texture deformation is float2 texUV = float2(uv.x / abs(uv.y), (1.0 / ...
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1answer
25 views

Formula for range based attenuation

I am trying to implement a simple shader for point lights, but I am struggling with the attenuation function. I know that normally you would use three coefficients (constant, linear, and quadratic), ...
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0answers
17 views

Tesselate a grid with missing points

I have a grid with a fixed number of rows, and a maximum number of columns, although there could be missing points so each column may not have the maximum. The additional problem is that the points ...
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0answers
66 views

OpenGL textures look poor

I'm having some issues loading in textures in OpenGL, as my textures keep rendering incorrectly or coming out looking muddy. For instance, here I tried to load a 256x256 color spectrum image. On the ...
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1answer
39 views

How do I draw a high-performanced scatter plot

I am new to DirectX and currently I'm trying to use it for data visualization, to be specific, a 3D scatter plot. There are very limited resources on the internet, and I have read part of Frank D Luna'...
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2answers
24 views

MonoGame rendering text with black boxes?

I have a UI manager that renders a background image and some images and buttons using BlendState.AlphaBlend. This works as intended. However, when I try and draw some text on top of it with the same ...
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1answer
40 views

How should renderer class relate to the class it renders?

I am working on making a Pong clone as a practice project. I have a PongState class with members like Ball, Paddle, Board and Score. I want to structure my code so that each object doesn't have to ...
0
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1answer
60 views

Isometric painter's algorithm problem

Note: I dont use tiles, I use 3D Polygons :) I'm currently working on a real-time renderer for scanned real life objects. My main goal is to have an isometric viewer with the simple ability to rotate ...
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vote
1answer
180 views

Implementing Valve's checkerboard rendering technique

I've been trying to implement Valve's VR checkerboard rendering technique (original document) and was wondering which way would be the best to proceed. The thing is that I need to "abort" the ...
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0answers
80 views

Precision problems with realistically scaled planets/terrains

Recently I've been working on a realistically scaled planet engine. I found several interesting links about how to do it, what problems will come up after, and how to solve them. The approach I took ...
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2answers
51 views

How Can Create Line Renderer Runtime When Player in Gravity

I want to Create functionality Like Rock Runner Game.when player into the gravity and hold the button then generate line and player hold the line and move forward. After So many Research i couldn't ...
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0answers
115 views

Valve's Lab Renderer and custom shaders in Unity

I have found that using Valve's Lab Renderer really helps with maintaining a decent frame rate for VR applications, however, the standard shader supplied with the Lab Renderer does not always ...
4
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1answer
49 views

Is it possible to get vertices after Primitive Assembly step (after face culling)?

I would like to check which vertices will be rendered from direction A (with face culling enabled) and render it from another direction to visualize face culling effect. I have found information that ...
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1answer
50 views

Rendering with sdl_gfx is so slow, any alternative?

I have been using sdl_gfx ( sdl2 extension library https://github.com/ferzkopp/SDL_gfx ) to make Android games, I have always noticed that rendering primitives is so slow. So I was rendering it once ...
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2answers
58 views

Anchored Unity text …not anchoring!

I've added some text to a unity UI and set both the achor and pivot to the top right corner as shown here: When I start this in debug in unity the text looks fine: What's weird is that when I build ...
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0answers
33 views

Directx D3D9 fails to render a primitive on a RenderTarget surface

So for some reason DrawPrimitive() doesn't seem to work with my render target surface. // The current target, we must set it back as target afterwards IDirect3DSurface9* temp_target; device->...
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0answers
29 views

How to use Halton sequence in Quasi-Monte Carlo for Global Illuminaiton

I am trying to use Halton sequence numbers for MC estimator for rendering equation. At the moment I pass one instance of .Net Random object and get next number every time using same object thought the ...
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0answers
14 views

Exporting TWL's png decoder

I’m writing a game in LWJGL and using TWL's png decoder for an easy way to decode images. However, I can’t seem to work out the right deal with this when exporting images. The way they suggest is ...
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0answers
23 views

Calculating the inverse mesh of a 2D mesh inside a bounding box

If I have a mesh (drawn in red below) How can I calculate the inverse of the mesh (drawn in red below), given that the mesh is always constrained by the same four vertices of the encompassing ...
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1answer
60 views

What is the best PBR Real Time Fresnel function

I'm working on my physically based renderer, and I've come to a sort of crossroads regarding the Fresnel factor. I'm having trouble finding the best way to represent it. I know that Schlick's fresnel ...
5
votes
1answer
215 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 smoke ...
3
votes
2answers
121 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 ...
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0answers
49 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", 2D)...
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0answers
174 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
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1answer
47 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
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1answer
84 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 ...
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0answers
21 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 ...
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0answers
70 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 ...
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0answers
39 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
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1answer
54 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). ...
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0answers
23 views

Multiple Depth masks rendered individually [closed]

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 ...
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0answers
49 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 looks ...
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0answers
31 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 ...
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0answers
36 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 when ...
40
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4answers
9k 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
98 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
176 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
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0answers
42 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 //************************************************************ //...
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0answers
69 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 ...
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2answers
62 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
230 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
127 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 ...
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0answers
77 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 ...