1
vote
1answer
82 views

Use of the xyY color space?

What's the use of the xyY colorspace in games? I'm not sure what's the advantage of using it in shader programming or elsewhere.
14
votes
3answers
2k views

How can I draw outlines around 3D models?

How can I draw outlines around 3D models? I'm referring to something like the effects in a recent Pokemon game, which appear to have a single-pixel outline around them:
1
vote
1answer
281 views

What is the difference between shader uniforms and attributes in OpenGL?

I don't fully understand the differences between uniforms and attributes. To be honest, I probably haven't even used attributes. Can uniforms change for each vertex? I mean to calculate the vertex's ...
4
votes
2answers
460 views

What Shading/Rendering techniques are being used in this image?

My previous question wasn't clear enough. From a rendering point of view what kind of techniques are used in this image as I would like to apply a similar style (I'm using OpenGL if that matters): ...
12
votes
3answers
763 views

Recreating this flat-shaded look

I'll keep it short. How does one achieve the effect depicted in the image below? Is it feasible to do in realtime? It looks deceptively simple, but it probably isn't. Are there any keywords I can ...
1
vote
1answer
175 views

3D Reflection - Drawing Upside Down

After reading up on rendering reflections, it seems that the way to do it is the render the scene from underneath the plane of reflection, and then use projective texturing to map the reflected ...
3
votes
2answers
410 views

Screen effects and antialiasing

I have been working on a game for a while using glut for basic window creation. I was rendering to an offscreen buffer so that I could implement various effects like screen bulging, motion blur, ...
0
votes
1answer
199 views

Opengl binding shaders vs binding buffers performance

Quick question for an opengl guru, I'm in the process of building a render queue and can either reduce the number of shader binding or the number of vertex buffer binding. I just want to know which ...
9
votes
4answers
4k views

Debugging Shader Code?

I'm writing a game engine, and when I use a perspective camera I get a black screen. I am not going to ask exactly why this is because there would be a lot of code to share and, frankly, I think ...
11
votes
4answers
3k 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: ...
1
vote
1answer
124 views

How do I read the an environment map CPU side? (Similar to texCube function on GPU)

I need to extract the one pixel from a environment mapping (I already have the 6 textures) using the normal vector. How can I achieve this ? I want something very similar to what texCUBE(link) does ...
4
votes
2answers
523 views

Reflections based on distance from plane

Let's consider, for example, a surface like the volleyball court, we can see that legs and shoes of the players are reflected, with a blur effect, but body and stadium don't (as each object not near ...
8
votes
1answer
890 views

Any good books on graphics programming?

I've been looking for a book that takes a bottom-up approach for graphics programming. So something that starts with 2d filtering, maybe moving into normal mapping, then ambient occlusion, etc. I ask ...
13
votes
2answers
16k views

OpenGL ES 2.0: Setting up 2D Projection

This article describes in general, how to draw sharp OpenGL 2D graphics, using fixed function pipeline. http://basic4gl.wikispaces.com/2D+Drawing+in+OpenGL Because OpenGL ES 2.0 has some ES 1.x ...