0
votes
0answers
16 views

How to get the visible Coordinates (Visible tiles)

I have Plane made of tiles in opengl. I start drawing them at (0, 0, -20) after that i do my translations so that the view is rotated somewhat similar to an isometric (kind of) perspective. I'd now ...
2
votes
1answer
51 views

Extract smaller frustum from camera frustum?

Background: I was thinking of implementing multiselection by performing a frustum culling on a sub-part of the screen. Problem: Given total screensize, a rectangle on the screen (pos, size), and ...
0
votes
0answers
80 views

How can I fix dark banding artifacts when I turn on SSAO? [closed]

When enabling SSAO on my object ( in grey on the picture, background in green), sometimes, claimed in position of the camera, dark bands appear on my object (see picture). The shader is written in ...
2
votes
2answers
59 views

How scanline rendering finds an intersection with an object

I'm a newbie with graphics and after I read many articles on the web I still don't understand how in rasterizing from a pixel coordinate like (0;0) on the screen the intersection with an object (let's ...
-4
votes
1answer
92 views

What's the complexity, given current technology, of writing a decent scene renderer in OpenGL? [closed]

What's the complexity, given current technology, of writing a scene renderer that produces reasonably high-quality output in OpenGL? I'm definitely not asking about writing a full games engine - ...
-1
votes
0answers
58 views

LWJGL - Switching from 3D to 2D to render text with NO external librarys [closed]

I want to render 2D quads on my screen by switching to a 2D scene then switching back to 3D. I dont want to use any external librarys besides LWJGL. This is what I got so far: private static void ...
2
votes
0answers
78 views

Converting Mouse Coords to 3d coords with Camera position [closed]

So I've looked at all the answers I can possibly find, and nothing seems to fit what I need exactly (because im bad at math). I'll explain what I have thus far: A camera with x,y,z, Pitch and Yaw ...
4
votes
2answers
170 views

3D models on 2D tilemap perspective when scrolling

I am creating a small top-down game, where the player traverses a 2D tilemap, with an illusion of depth provided by 3D models for things like buildings or trees. Having gotten to the point where I ...
2
votes
0answers
90 views

Displacement Mapping opengl-es

I need to do an application similar to this Morfo. And I posted a question here where the answer states the solution is "Displacement Mapping" . And I googled this to do it in opengles. I couldnt get ...
0
votes
1answer
65 views

Interleaved formats for meshes confusion

So I have been reading up on data formatting for 3D objects so that I can render my meshes as fast as possible in openGL, I am quite new to openGL so bear with me. The format for interleaving your ...
0
votes
0answers
248 views

How to do collision detection in 3D using bounding boxes?

I am using c++ in visual studio 2010 with opengl. I am trying to make a programme that has 2 boxes that are able to be stacked on top of each other but I am having some trouble with the collision ...
0
votes
1answer
173 views

Stars coming out of screen [closed]

I am pretty new to Graphics Programming. I am currently using OpenGL. I have got some hands-on in last few days. I have knowledge of Texture Mapping, Cubemap, Multitexturing. But somehow I am not able ...
1
vote
2answers
253 views

Indoor 3D game worlds

I'm looking for a little direction. I'm building a game engine as a part of my university project, and I'm having a little trouble about what to look for when it comes to indoor 3D game worlds. Now ...
22
votes
10answers
2k views

What makes a game look “good”?

I am working on a 3D space game using OpenGL and C++ and I am planning to focus on giving the game modern, eye-catching graphics, but the more I think of it the more I realise I don't really know what ...
0
votes
1answer
157 views

Changing Yaw, Pitch And Roll OpenGL

I'm using LWJGL and OpenGL 1.1 at this time and I was wondering what command is used to change the yaw, pitch and roll?
3
votes
2answers
754 views

Importing and Displaying .fbx files

I have a little problem with importing/displaying .fbx files. I checked the examples but the ones which I am intrested the most (animation and texture) are badly documented for understanding by ...
7
votes
1answer
452 views

Rolling my own scene graph

Hello Game Development SE! I'm crawling my way through OpenGL with the hopes of creating a simple and very lightweight game engine. I view the project as a learning experience that might make a ...
8
votes
1answer
272 views

Mesh manipulation on GPU vs CPU

Just a bit curious - where do you perform mesh manipulations, on the CPU or in the shader? I've been doing everything on the CPU and a friend suggested moving things on to the GPU side. If you're ...
4
votes
1answer
170 views

Vertex data split into separate buffers or one one structure?

Is it better to have all vertex data in one structure like this: class MyVertex { int x,y,z; int u,v; int normalx, normaly, normalz; } Or to have each component ...
0
votes
0answers
274 views

3D texture coordinates for a cube

I want to use glTexImage3D with cube. what will be the texture coordinates for it? i am using GL_TEXTURE_3D as target. I tried with u v coordinates same as 2d texture coordinates with z component ...
4
votes
1answer
134 views

Cheap ways to do scaling ops in shader?

I've got an extensive world terrain that uses vec3 for the vertex position attribute. That's good, because the terrain has endless gradations due to the use of floating point. But I'm thinking about ...
3
votes
0answers
189 views

Suitability of ground fog using layered alpha quads?

A layered approach would use a series of massive alpha-textured quads arranged parallel to the ground, intersecting all intervening terrain geometry, to provide the illusion of ground fog quite ...
2
votes
2answers
230 views

How should I organize my matrices in a 3D game engine?

I'm working with a group of people from around the world to create a game engine (and hopefully a game with it) within the next upcoming years. My first task is to write a camera class for the engine ...
1
vote
0answers
246 views

How to pick a 3D object with known mouse coordinates if the camera is rotated 60 degrees?

I am making a simple game engine for a simple RTS game and would like to be able to pick a cube and move it around with the mouse coordinates. The problem is that my camera is rotated 60 degrees just ...
0
votes
2answers
447 views

OpenGL, objects disappear at a certain z distance

I'm writing a managed OpenGL library in C++, and I'm having a pretty annoying problem. Whenever I set an objects Z coordinate to -2.0 or lower, the object disappears. And at coordinates 0 through ...
2
votes
1answer
259 views

OpenGL Fast-Object Instancing Error

I have some code that loops through a set of objects and renders instances of those objects. The list of objects that needs to be rendered is stored as a std::map>, where an object of class ...
15
votes
2answers
798 views

What's the difference between mesh and a model?

Which one is created first? For example if a team worked on a graphical asset of a car, what would be a model and what would be a mesh of the car?
1
vote
2answers
669 views

Wrong faces culled in OpenGL when drawing a rectangular prism

I'm trying to learn opengl. I did some code for building a rectangular prism. I don't want to draw back faces so I used glCullFace(GL_BACK), glEnable(GL_CULL_FACE);. But I keep getting back faces also ...
3
votes
2answers
193 views

How to reconcile depth ordering with minimal shader context changes?

We generally want to minimise shader-program switches (glUseProgram and all associated context changes) for the sake of performance. AFAIK it is not uncommon to render by shader program, i.e. group ...
5
votes
1answer
722 views

GLSL, all in one or many shader programs?

I am doing some 3D demos using OpenGL and I noticed that GLSL is somewhat "limited" (or is it just me?). Anyway I have many different types of materials. Some materials have ambient and diffuse color, ...
0
votes
1answer
485 views

Fast Updating of Large Amounts of OpenGL data

I'm seeking advice, suggestions, and ideas on how to handle the updating of large amounts of data in OpenGL and c++. My partner and I have gone through two methods. The first is vertex by vertex ...
5
votes
1answer
502 views

VBO and gl*Pointer management practises?

I'm aware it's not a simple yes/no question and for the moment I can't tell if it can be simply answered, or is it topic for a long discussion which is not suitable for our Q&A format. I want to ...
0
votes
1answer
194 views

Engine and level of detail for maze / labyrinth / dungeon scene?

My question is similar to these: Algorithm for generating a 2d maze To scene graph or not to scene graph? I.e. in this case should I use jme3 or some other engine (I heard unreal offers a free ...
0
votes
0answers
195 views

DirectX/OpenGL materials -> Blender materials?

I'm writing an importer for a format with standard DirectX materials. The material values are: diffuse - r,g,b,a (floats) ambient - r,g,b,a (floats) specular - r,g,b,a (floats) emissive ...
2
votes
2answers
228 views

Ray Picking: how can I find which copy of model to pick, if they share the same vertices, but each one is translated before being drawn?

I have a scene, in which I am drawing few different objects - each one has the same vertices and each one is translated to proper place before being drawn. While using libgdx (but I think that this ...
0
votes
0answers
108 views

OGL lighting issues [closed]

All that seems to be working is ambient light. My room is just dark with no lights in it. I'm not sure if it's relevant, but I'm using LWJGL. Here's my code: glEnable(GL_LIGHT0); ...
2
votes
1answer
479 views

What does multisampling skip or improve? (so it can be faster than supersampling)

I never really fully understood this, or found an article which explained all the steps in a friendly way. I'll start with what I do know already (which I hope do not contain misconceptions). I'm ...
-4
votes
1answer
294 views

Is it better to unity game engine or use c++ and opengl [closed]

I can program in c++ and opengl i also have used unity in the past i find that it is better to build your own game engine than use someone elses. Opinoins
1
vote
3answers
1k views

How do I render .dae models?

I'm building a game for iOS. I'm quite new to OpenGL but what I want is to take a 3D model I have made in Google SketchUp and use it in my 3d game. The problem is I don't know how to proceed. I have ...
0
votes
1answer
112 views

Split vector vs matrix notation for transformation

Some rendering engines like Ogre prefer to use a individual vector based notation for transformations like the following Split vector notation: Net Transformation is represented by Scale vector = sx, ...
8
votes
4answers
1k views

Fixed-Function vs Shaders: Which for beginner?

I'm currently going to college for computer science. Although I do plan on utilizing an existing engine at some point to create a small game, my aim right now is towards learning the fundamentals: ...
0
votes
1answer
616 views

Trouble with Collada bones

I have a Collada file with a rigged mesh. I've read the node tags in the library_visual_scenes tag and extracted the matrix for each node and stored everything in a hierarchical bone structure. My ...
0
votes
0answers
181 views

iOS : Creating a 3D Compass

Originally posted here: iOS : Creating a 3D Compass Hi everybody, Quite new in this forum.Posted the same question in stackoverflow and there some people suggested to shift it here, so that I can get ...
0
votes
2answers
233 views

What techniques can I use to render very large numbers of objects more efficiently in OpenGL?

You can think of my application as drawing a very large ball-and-stick diagram (or graph). At times, this graph can get very large, where the number of elements even outnumbers the pixels on the ...
3
votes
3answers
835 views

Quaternion dfference + time --> angular velocity (gyroscope in physics library)

I am using Bullet Physic library to program some function, where I have difference between orientation from gyroscope given in quaternion and orientation of my object, and time between each frame in ...
0
votes
2answers
200 views

Matrix loading problems with jbullet and lwjgl

The following code does not load the matrix correctly from jbullet. //box is a RigidBody Transform trans = new Transform(); trans = box.getMotionState().getWorldTransform(trans); float[] matrix = new ...
3
votes
1answer
296 views

3d Picking under reticle

i'm currently trying to work out some 3d picking code that I started years ago, but then lost interested the assignment was completed (this part wasn't actually part of the assignment). I am not ...
1
vote
2answers
2k views

SDL for 3D game programming?

I have been studying SDL for a few weeks and I have succeeded in making a 2D Ping-Pong game, but I want to get started in 3D development, and I'd like to know if SDL is capable (and suitable) for 3D ...
0
votes
1answer
476 views

OpenGL : Suggestion on handling collision detection and vertex data?

I was thinking how to do collision detection in my OpenGL application and came to conclusion that I should keep two copies of my geometry data. 1)First copy : Only for OpenGL rendering purposes.This ...
-5
votes
2answers
138 views

Advice on OpenGL 2.1 [closed]

I'm looking to finally get into OpenGL to bring some game ideas of mine to life! As I want to aim for lower class systems I'm probably looking at OpenGL 2.0/2.1 using JOGL (as I know Java the best). ...

1 2