Programming related to the visual representation of information on computer screens.

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1
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2answers
152 views

Moai: Clipping an image to a polygon

I'm using Moai SDK. I have an image and some random convex 2D polygons. I want to show only the parts of the image inside these polygons. Here's an example image: The same, shown only where the ...
0
votes
1answer
111 views

Is it possible to display no white images/sprites when using the latest Android OS?

Was it okay to use Texture.setEnforcePotImages(false) in order to disable conditional width and height pixel size that requires power of 2? I'm planning to sell the game app at Google Play. I want to ...
6
votes
2answers
901 views

Atmospheric scattering and sky geometry

I'm trying to implement an atmospheric scattering in my graphics (game) engine based on the GPU Gems article: link. An example implementation from that article uses a skydome. My scene is different - ...
0
votes
1answer
135 views

How can I get my Android camera system working more like Google Earth's? [duplicate]

I'm implementing a touch screen interface whereby the user dragging their finger on the screen will rotate the camera in a sphere around the central point. My code works well for the horizontal swipe ...
2
votes
1answer
353 views

How does the fragment shader get data from the vertex shader?

How can any interactions between these two shaders work? I mean the vertex shader sends a vertex's color to the fragment shader, but that's only one fragment, what about all the other ones between the ...
1
vote
1answer
501 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 ...
1
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2answers
1k views

In GLSL is it possible to offset vertices based on height map colour?

I am attempting to generate some terrain based upon a heightmap. I have generated a 32 x 32 grid and a corresponding height map -> In my vertex shader I am trying to offset the position of the Y ...
4
votes
2answers
548 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): ...
3
votes
1answer
74 views

Armature rest matrix - why does this exist?

I'm not sure I have a clear idea on what purpose the rest matrix/bindpose is supposed to serve in skeleton animation. If it is supposed to transform a bone into the rest pose and the mesh itself is ...
1
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0answers
47 views

How can I approximate an “opening fan”-transformation?

Is there a way to—with matrices—transform something as if opening the image on a Japanese folding fan? Image from Wikimedia Commons. I'm at a loss of what to call it, so pointers towards avenues of ...
1
vote
0answers
236 views

How do you tell OpenGL ES 2.0 to use a texture as the depth buffer?

I want to render a scene with an outline post processing effect in OpenGL ES 2.0. First I render all the opaque objects. Then I use a post processing shader for silhouette detection that uses the ...
1
vote
1answer
340 views

Color grading, shaders and 3d textures

I'm trying to implement color correction with the 3d lookup table. The lookup table is actually just a 2d texture 256x16 and consists of 16 squares which one is 16x16. When it comes to rendering, I ...
12
votes
3answers
829 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 ...
3
votes
1answer
88 views

Symmetry preserving path simplification

I'm using the Douglas peucker (DP) algorithm to simplify some (2d) closed paths forming a shape. This works pretty good, but not so much for closed paths that have some symmetry. Take for example a ...
3
votes
1answer
331 views

Automatic shadow for isometric objects

I have like hunderd of isometric objects. One example: I'm trying to find a way to automate creation of shadow they're casting. I ended up with following transformation: matrix.Shear(-0.25f, ...
0
votes
1answer
122 views

Tangent basis calculation problem

I have the problem with seams with calculating a tangent basis in my application. I'm using a seems to be right algorithm, but it gives wrong result on the seams. What am I doing wrong? Is there a ...
-3
votes
1answer
460 views

OS X OpenGL 3.2 Core (Black Screen)

I want to render a Quad via VAO, IBO and VBO but nothing is drawn. I'm using glDrawRangeElements in OS X OpenGL 3.2 Core context. The screen is completely black without any error. GLFW3 is used to ...
2
votes
2answers
453 views

How can I actually understand Instanced Geometry Rendering - so that I can implement it the way I need it

I'm stuck trying to implement instanced mesh rendering in my project. Particularly because I am failing to understand how certain components actually function - and how the drawing routine is actually ...
1
vote
1answer
207 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 ...
7
votes
4answers
5k views

How are 3D models created in video games?

As the title says, how are 3D models in games designed and displayed? Is it all-code? Drawn on paper, then on a 3D graphics software, then... what? Of course, game programmers won't define every ...
5
votes
1answer
591 views

Efficient foliage rendering with OpenGL

Rendering foliage usually involves "hanging" triangles and textures that have completely transparent areas. I'm interested in knowing how are these usually handled by a 3D engine. The first thing ...
4
votes
1answer
415 views

How to optimize SpriteBatch usage?

From what I understand, SpriteBatch's purpose is to batch as many draw operations to send to the GPU. Each batch can handle one texture at a time, and changing SpriteBatch context/texture is ...
1
vote
2answers
208 views

SpriteBatch does not draw on graphicDevice

I'm using a control which is using XNA inside. But when I try to draw something, it doesn't appear. I already did a lot of tests but can't figure out what's wrong. Here is the test I set up: ...
-1
votes
2answers
562 views

Newbie game programmer - Where do I start? [closed]

Okay, so I have been really inclined towards game programming this past few weeks. I have primarily been a web programmer and know a fair number of lanugages like PHP, Java, javascript, python, etc. I ...
7
votes
1answer
2k views

Most efficient way to draw vertex with OpenGL

I am writing an OpenGL 3D game. There will be tons of triangles for terrain and objects in use. I am studying from the OpenGL official guide and the first presented method is to call a function ...
-1
votes
1answer
56 views

Reverting the view SDL

So in my SDL application, which I setup for OpenGL, if I were to do the following code: glBegin(GL_QUADS); glVertex2i(0, 0); glVertex2i(50, 0); glVertex2i(50, 50); glVertex2i(0, 50); glEnd(); The ...
3
votes
1answer
345 views

sprite animation individual framerate

When animating sprites I am taking the delta difference between frames and locking the rendering frame rate of the sprite animation to the delta time. float delay = 1000.0f / FPS; float now = ...
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votes
1answer
417 views

How to start graphics programming? [closed]

I'm trying to find a complete guide for OpenGL programming but all i can found is some blogs with non-finished lessons and old books. I don't want to just make a game, i want to develop my own game ...
1
vote
1answer
310 views

Damage indicator screen overlay

I want to make something already done by a lot of games , which is when I am taking so much hits from enemy red screen drawn like the following , using XNA 4.0: after it's drawn and I am still alive ...
1
vote
1answer
881 views

Jogl2 won't accept jogl 1.0 code - GL_LIGHTING and GL_LIGHT_MODEL_AMBIENT cannot be resolved or is not a field?

I'm trying to run my code on jogl 2.0 , for the first time (until now I worked with jogl 1.0) however Eclipse throws to almost every that I have a "cannot be resolved or is not a field" message . ...
3
votes
2answers
526 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, ...
1
vote
1answer
547 views

Selecting and moving object in OpenGL Gameplay3D Engine

I'm using Gameplay3d as a game engine to develop a simple board game. PEG Solitaire I've come to the part where I've created a 2D grid for all the movable object, empty locations and also where it's ...
0
votes
2answers
487 views

Problem reseting device when using render target

How can I reset the device when I am rendering to a surface, and then stretching that surface to the back buffer. If i don't change the render target everything goes well, but when i change the render ...
3
votes
1answer
73 views

Matrix Translation Transformation Question

I've been reading a lot about computer graphics lately and because of it I'm building my own math library's for fun. I was reading about Matrix Translation and Homogeneous Coords, and was wondering ...
2
votes
2answers
776 views

Does my 2D OpenGL renderer need optimized?

I've started a game engine for learning purposes. I have successfully gotten an opengl renderer working and I can draw textures of varying sizes to the screen. The way I have done this is by creating ...
0
votes
2answers
251 views

Is it possible to push real-world, real-time data into Unity? [closed]

I'm pretty new to this, and I'm having trouble figuring out where to even look. If there's relevant terminology that'll be google-able, that would be a great help. Suppose I want to have a monitor ...
0
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2answers
149 views

Can I use multiple OpenGL version together

I want to use GLSL but keep my current OpenGL 1.1 setup. The thing is that can I use OpenGL 2.0 shaders on OpenGL 1.1 renders?
2
votes
0answers
427 views

Can I use a shader with 2 different textures in Cocos2D (x)?

We are evaluating a variety of different graphic engines for use in our game and we want to be able to use 2 different textures for many of our sprite maps. One sprite map would be the standard RGBA ...
4
votes
3answers
660 views

How can I load 2D texture data without a GraphicsDevice instance?

We have a client/server architecture for our game with the client being the XNA Game, and the game server is separate and only references XNA. They both use a shared DLL for networking. The game ...
1
vote
1answer
99 views

Dealing with field of view when zooming into a terrain from a height

I'm creating a tech demo featuring a small planet. The problem I'm having is that the planet doesn't really feel like the right "scale" when the camera in down on the surface, I think it could be the ...
1
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0answers
69 views

Another Question from the Image Efficiency for Memory Handling [closed]

At this topic, "Which image format is more memory-efficient: PNG, JPEG, or GIF?", one of the fellow Game Development community @Panda Pajama told about the complex concept about image memory handling ...
53
votes
5answers
15k views

Which image format is more memory-efficient: PNG, JPEG, or GIF?

Which image format is more efficient to save memory? PNG, JPEG, or GIF?
0
votes
1answer
587 views

Box2D and Slick2D: Graphics bug [closed]

The bug The physics ground represented by a horizontal line. The object is stationary, and seems to be pretending that the ground is lower. This is because the center of the Shape is incorrectly ...
1
vote
1answer
103 views

Drawing sprites messes up my model in XNA4

I have a model which draws correctly in XNA4. However if I try to add a background image (or any sprite), the rendering of my model is messed up. There are two problems with the rendering model is ...
0
votes
1answer
146 views

Tile Draw Order

I started working on a tile engine recently and have been trying to get this depth sorting for the tiles right. I am using XNA and the SpriteSortMode.Deferred to get the tiles to sort correctly in the ...
1
vote
0answers
236 views

How can I efficiently form terrain from a large number of cubes in XNA? [duplicate]

I have a project with a floor built from with small cubes (100x100 of them). If I exceed that size, the performance of my game suffers. How can I efficiently draw a larger number of identical models? ...
-3
votes
3answers
4k views

Starting to make 2D games in C++ [closed]

I'm fairly experienced with C and C#, but I've only ever created console/windows applications. I'm also experienced with AS3 and I've made some flash games. I want to make proper 2D games in C++, but ...
12
votes
3answers
3k views

How do I scale down pixel art?

There are plenty of algorithms to scale up pixel art. (I prefer hqx, personally.) But are there any notable algorithms to scale it down? My game is designed to run at a resolution of 1280x720, but if ...
10
votes
1answer
247 views

Good resources for learning about graphics hardware

I'm looking for some good learning resources for graphics hardware (and associated low level software). Basically I want to learn more about what goes on underneath the opengl/direcx API layers in ...
0
votes
1answer
229 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 ...