A very generic term referring to visual part of a game. Try to avoid unrelevant usage and instead tag for specific graphics type (2D, 3D), API, framework or a library you are using, if possible.

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1answer
177 views

Creating a gradient for a texture - Why is the color becoming dark on one side?

Updated While debugging I looked at the lerp and it was calculating into a negative number at the start. So I added in checks for to low or high a value, and that seems to have fixed it. I'll answer ...
0
votes
1answer
164 views

How do you calculate a gradient value within multiple colors (gradient stops)

In WPF/Silverlight XAML you can have a brush with multiple gradient stops at different points along the color line. I was able to replicate this behavior with two colors, a single color lerp, from ...
5
votes
1answer
4k views

Multiple resolutions for Unity 2D Android game

I'm trying to target as many devices as possible by providing a consistent experience. So I'm trying to make sure the aspect ratio fits each device it's played on. After reading some forums and ...
0
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0answers
30 views

Rotating an object towards a point in OpenGL C++ [duplicate]

I calculate the matrix like this: modelMatrix = glm::translate<float>(position) * glm::rotate<float>(orientation.x, glm::vec3(1, 0, 0)) * glm::rotate<float>(orientation.y, ...
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0answers
42 views

Checking if two lines are crossing [duplicate]

How can I check if two lines (created with function love.graphics.line) are crossing themselves? I may use this ability to create procedural maps via graphs.
3
votes
1answer
437 views

Day and Night Cycles and Skybox Blending

I've been working on adding day/night cycles and random weather to my project using the Neoaxis engine. The day/night cycles itself is pretty simple, just rotating the "sun" light around the Y axis. ...
2
votes
2answers
140 views

Isometric objects are mapped incorrect angle, but the map is fine. What am I missing?

I laid out my iso map and it's fine, but when I add my sprite actors they get located in the correct location but they are laying down not standing up. I tried rotating them on the z by 45 but then ...
3
votes
1answer
288 views

Planet sized quadtree terrain precision

I've been working on a planet sized and shaped terrain lib for a while (In webgl and Unity) and have a couple of working implementations [Quadtree cubesphere and circular clipmaps]. But both of them ...
6
votes
2answers
190 views

Reducing Spherical Harmonic Ringing

I've generated some 2nd order SH light-probes from cube-maps in my scene and I was surprised how strong artifacts are around the back of the dominant lights. I switched to a Lambert source plus ...
0
votes
1answer
249 views

How can I draw a single line using JMonkeyEngine?

I need draw a line between two boxes using their respective positions. I've created the Line object but I don't know how to show it in the scene. Line ray = new Line(box1.getLocalTranslation(), ...
14
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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:
0
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1answer
161 views

Apply a texture on a Box - jMonkeyEngine

How can i wrap a texture (for ex a 4x4 pixels) on a box (1x1x1) in such a way that the texture is repeated and not enlarged to cover all the surface. Geometry box = new Geometry("Box", new ...
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vote
1answer
147 views

How to enable geometry shader in OpenGL 4.2?

I'm porting my Direct3D-based engine to OpenGL and I'm using geometry shaders for rendering text characters (basically, textured billboards). D3D version works fine, but in OpenGL mode it gives only ...
0
votes
1answer
172 views

Ground contact point for animated character sprites in an isometric game?

I'm working on an isometric game. I have the 3D pre-rendered sprites for directions per state (walking/running, etc.) per frame. Now I need to know where a particular character stands on the ground to ...
1
vote
1answer
50 views

Art asset creation workflow question: are there any neat ways to save your work and automatically export it to desired format?

To be specific: I have used GraphicsGale for pixel art sprites. The program saves its files in its own format (.gal, I believe), but the images in my game have to be .png. Saving it to .png loses ...
0
votes
1answer
239 views

Scaling background without scaling foreground in platformer?

I'm currently developing a platform game and I've run into a problem with scaling resolutions. I want a different resolution of the game to still display the foreground unscaled (characters, tiles, ...
1
vote
0answers
167 views

Xna GraphicsDevice.IsFullScreen causes strange resolution stretching artifacts

Sorry for the non-descriptive title. So I've been trying to implement fullscreen mode into my xna-game, and I've hit a couple of roadblocks. My basic code setup for this functionality is the ...
5
votes
1answer
231 views

Are there multiple valid definitions for what translate, rotate and scale do?

Are there multiple valid definitions for what translate, rotate and scale do to the 4x4 matrix? I bring up this question, because I have a simple webgl program that draws a square and does a few ...
2
votes
2answers
71 views

Would seam carving/liquid rescale make changing aspect ratios easier?

Seam carving is an algorithm which allows for resizing images without major distortions. I think it might help to make games which would adapt to different aspect ratios/resolutions much easier. But ...
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vote
3answers
350 views

How do I efficiently use 16 bit texture coordinates?

While loading a model I get a big array of 32 bit floating point texture coordinates. I just upload that to a single vertex buffer (along with other data, such as vertices, normals, etc.) and use it ...
7
votes
2answers
368 views

How many rendering passes is “normal”?

I've been implementing John Chapman's method for SSAO (an excellent tutorial by the way), and I've completed it all minus the final part: blurring it. I believe this is what the entire process should ...
0
votes
1answer
105 views

Effectively drawing dynamic primitives

Okay, so this is where I am now. My game largely consists of textures drawn through spritebatch. Now I have to draw a dynamic number of triangles. I cannot say in advance where or how many I have to ...
3
votes
1answer
290 views

Solving banding with additive blended particles

I needed to implement particles for my 2D game, written in C++ with OpenGL for graphics, so I went ahead and created a nice geometry container to batch particles together and then implemented the ...
0
votes
1answer
34 views

Versions of GL and its device that don't display or required powers of 2 for the sprites

From this question aside from identifying possibilities of displaying images that don't needed to require powers of 2, what are the versions of GL that can actually display images even if don't needed ...
1
vote
1answer
86 views

Maya: Mystery Grey Wireframe?

I am starting out with Maya and just moved my object up to reveal a mystery grey wireframe which I can't work out what it is at all. It appears I can't select or interact with it at all. I have been ...
0
votes
1answer
141 views

HLSL postprocessing for day to night (DTN)

I am trying to implement a "day-to-night"-filter (as commonly used in cinema) for a 2D game (XNA) by using a full screen HLSL pixel shader. The aim is to transform any bright and colorful image into a ...
3
votes
2answers
353 views

When is the Z coordinate normalized in GLSL?

I thought that whenever you transform an object to world space, then view space and finally screen space, the last matrix you apply(the projection matrix) normalizes the z values between 0 and 1. ...
1
vote
2answers
373 views

What is the depth that a pixel shader may output? Is it necessary to write Depth?

In DirectX11, what does the depth that a Pixel Shader can output mean? Does a pixel shader need to output a depth so that we "write" the depth? If not, why would we output it? For any doubts, I'm ...
2
votes
1answer
99 views

How do I quantize an image into an arbitrary bitdepth with dithering?

In the games I make, sometimes I need to balance the quality of the images I show with the amount of memory they consume. This is especially true for smartphones and other devices with very tight ...
2
votes
1answer
281 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
296 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 ...
2
votes
1answer
176 views

Are ambient, diffuse and specular light or material properties?

Are ambient, diffuse and specular properties of light or material? I am doing ray casting in OpenGL, I've managed to create lit sphere using formula I = L Ka + L Kd (n . l) + L Ks (r . v)^n but I ...
14
votes
1answer
636 views

Rendering oily/polluted water?

Any shader wizards out there have an idea of how to achieve an oily/polluted water effect, similar to this: Ideally, the water would not be uniformly oily, but instead the oil could be generated ...
5
votes
1answer
487 views

How can I create a 3D model in Java without using modeling software? [closed]

I am a lightly experienced game developer and this is my first time trying 3D objects in Java for the first time. I have been recently creating and updating games using AWT, Swing, and Graphics, but I ...
2
votes
2answers
164 views

Glitch-free cross-fades in HTML5

In my HTML5 canvas game, I need to cross-fade two sprites which have some glow around them. (Glow is backed into sprites.) Initially, the first sprite is visible. During the cross-fade the first ...
1
vote
1answer
111 views

What is w componet [duplicate]

What is the W component on graphics programming. I read a blog about opengl that says that w must be equal to either 0 or 1 here. But the book I am currently reading has put w component to more than 1 ...
0
votes
1answer
82 views

How can I plot points and generate a list of coordinates?

I'm trying to make a game which involves drawing a map. I drew out such a map, with coordinates, in a pixel art program: Now I would like to get all the coordinate points of the black squares. I ...
1
vote
1answer
163 views

Pixmaps, ByteBuffers, and Textures…Oh my

My ultimate goal is to take a specific region of the screen, and redraw it somewhere else. For example, take a square from the upper left hand corner of the screen and redraw it on the lower right ...
5
votes
1answer
967 views

How do I create a 2.5d parallax effect?

I have a decent background in 3D graphics and programming, but I'm new to game development. I'm currently exploring different possibilities and I really want to make an RPG game. I was thinking about ...
0
votes
1answer
299 views

Java Slick2D - Problem using ScalableGame class

I am having a problem adjusting the size of the screen while using the ScalableGame class from the Slick2D library. I would like the background and objects (images and graphic shapes) to adjust to ...
2
votes
1answer
157 views

Why is there high performance hit with many meshes?

I am currently reading upon Geometry Instancing, as I want to render a lot of animatable objects on the screen. However I have come to a more fundamental question first: Why do I even need to use it? ...
3
votes
1answer
188 views

How to Construct a Perspective Projection With 4 Vanishing Points

Is it possible to construct a projection matrix which will create a perspective with four (or more) vanishing points? This question have an OpenGL tag, but general insights are welcomed as well.
2
votes
1answer
373 views

Compute Shader Memory Sharing

Ok guys I have had some pretty good success on this site but I feel that this is a pretty complex question. I am trying to do tile based deferred lighting using DirectX 11 and the compute shader. ...
0
votes
1answer
76 views

Displaying normals of a geometry

I have a rectangle which is created by 2 triangles and it is in x-z plane, and i have object on it. Now, the normals of two triangles (face normals) are y axis i.e. (0,1,0). I want to display normals ...
0
votes
1answer
1k views

rotating 3D object around the center

I have object moving from A to B on x-axis and there is no translation of object apart from it. Now, while moving, i want to rotate it around y-axis and the motion should change accordingly, i mean if ...
6
votes
1answer
315 views

2D Polygon Triangulation

I am creating a game engine using the JBox2D physics engine. It only allows you to create polygon fixtures up to 8 vertices, To create a body with more than 8 vertices, you need to create multiple ...
2
votes
1answer
149 views

What is the purpose for multiple windows in games?

A lot of game development APIs recently got support for multiple windows (such as SDL 2, and GLFW 3). But why did they add that feature? I've never seen a game in my life use multiple windows (with ...
-1
votes
1answer
108 views

Render white background with Graphics in Canvas

I am developing a game that I would like the background to be white, and it just sticks to being black. Here is my render method: private BufferedImage image = new BufferedImage(WIDTH, HEIGHT, ...
0
votes
1answer
122 views

Emulated vector scaling with raster graphics?

this is a fairly loaded question. I'm looking to develop a Tech Design Document with my programming team and we're now on the fence about a major 2D graphical engine decision. What we would like to ...
0
votes
0answers
30 views

Is there a transformation or set of transformations that can approximate a “radial scale”?

Is there a way to, with matrices, scale something as if someone were opening a Japanese fan? I'm at a loss of what to call it, so pointers towards avenues of research would be greatly appreciated. If ...