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

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31 views

What is the best way to represent a large field of objects while using minimal resources?

I have recently started to plan a project in Unity that will be for android. I have a database that consists of over 150,000 stars (may trim this down if I/O cripples the overhead). The game will ...
0
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0answers
43 views

Problem with Pixels In The Game

So, in the game that I am developing, there is an issue with the pixels for the different objects. This is a problem as it makes the game a little awkward. Essentially, the pixels for a house in the ...
0
votes
1answer
25 views

HTML Canvas Makes Everything Bolder On Right Side

For some strange and sudden reason, my canvas seems to make lines thicker and darker on the right ~1/4-ish. I have tried multiple browsers and different computers and they all have the same rendering ...
1
vote
1answer
21 views

Using a smaller off-screen buffer for rendering

I am seeing this in most of the game codes I read and tutorial videos I watch. When using double buffering in rendering, they use a smaller sized off-screen buffer, then just scale it up when drawing ...
0
votes
2answers
59 views

Unity sprites rendering problems on Android

I'm creating a simple 2d game for android, with normal sprites and animations. The problem is that when I open the game on my smartphone (Samsung galaxy trend plus), The sprites are rendered this way: ...
0
votes
1answer
72 views

In Unity, how do I make a mesh change its opacity during runtime?

I'm trying to make a isometric game. I want to make it so that when the player goes behind a wall, the wall's alpha goes down. How do I go about doing this? I have this code that I made, but I don't ...
5
votes
2answers
229 views

How to render water reflections on multiple heights

I'm making a voxel game on OpenGL, and are trying to find a way to render semi-realistic water (At least partially good looking, it doesn't need to be strictly scientific accurate). All sources ...
3
votes
1answer
72 views

The better performance in occlusion culling, plane or quad?

In the above picture, when the left camera shows two small parts of the quad, all of that is rendered (it can be a very large quad). But in the right one only two small parts of it is rendered. ...
0
votes
1answer
23 views

SVD vs Normal decomposition for BRDF compression

In the slides over here by NVidia, they describe methods for BRDF compression. They first create a BRDF matrix where each column(or row) corresponds to a single light direction (or outgoing view ...
-1
votes
0answers
17 views

Rendering text using STL in LWJGL 3

I'm working on one project and I want to render text in the window. I'm using LWJGL 3 and I found that rendering text should be done using bindings to STL. However I found these examples: ...
0
votes
1answer
62 views

How does UV mapping work for the spaces between vertices?

In UV mapping each vertex has a UV coordinate, but wouldn't that just make 1 pixel for every vertex? How do you find out the texture coordinate for the spaces in between the vertices? Am I not ...
0
votes
1answer
22 views

Slick & LWJGL Flickering Problem

I have an flickering problem with rendering tiles. Rendering Method. int tileSize = TileManager.tileSize; for(int y = 0 ; y < mapHeight ; y++){ for(int x = 0 ; x < mapWidth ; ...
1
vote
1answer
44 views

Multitexturing depending on given variables?

Im having trouble with rendering multiple textures. Using XNA gamestudio: working with 3D meshes and texturing. Effect.fx HLSL I do have a map/level that loads from a heightmap. - This works I have ...
0
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0answers
30 views

OpenGL program not rendering

I tried to create a program that would display a square, but then it didn't. Display.java import org.lwjgl.glfw.GLFWErrorCallback; import org.lwjgl.opengl.GL; import org.lwjgl.system.MemoryUtil; ...
1
vote
0answers
73 views

OpenGL Render Queue Design

I am currently designing the rendering system for a 2D game built in C++ and OpenGL, and am unsure about how to go about implementing a sorting procedure to maximise efficiency and minimize OpenGL ...
0
votes
1answer
34 views

Problem with transparent textures in SFML

I have been told that this is kind of a common problem with transparent textures, but didn't get any further information on how to solve it. In my code, I'm trying to render this texture (a square ...
0
votes
1answer
59 views

How to map square texture to triangle?

I want to find the texture coordinates for point P. I have the vertices of the triangle and their corresponding uv coordinates. The numbers in the little squares in the texture represent color ...
0
votes
0answers
11 views

Disable buffer swapping in LibGDX

Is there a way to disable buffer swapping in LibGDX every time the "render" call of ApplicationListener returns? I mean - I'm looking on some way to be able to tell the framework if I want the buffers ...
4
votes
3answers
115 views

Painter algorithm vs. 3D rendering with Z-buffer when drawing 2D Sprites

I'm currently developing a tile base engine. I want it to look like your average old school tilebased RPG like Zelda - Link to the past (orthographic projection, squared tile texture, textures ...
2
votes
1answer
47 views

Java 2D Game Development - Best Performance With Rendering

I have seen two different rendering methods. One of them is rendering multiple bufferedImages like g.drawImage(image1 to imagexxx, x, y). Like in my game I have to render, on each tick, 880 buffered ...
1
vote
1answer
29 views

how to render to texture in single mip-level? [D3D9]

I'm trying to implement Hi-Z Screen-Space Cone-Traced Reflections using Direct3D9. I already know how to render to specific mip-level texture using Direct3D11, but not using Direct3D9. Has anyone ...
1
vote
0answers
20 views

GL.Scissor not working as expected

I have some code for rendering a button in an application and I want to clip the text if it's wider than the button itself. Here a bit of code to describe what I'm doing: ...
0
votes
1answer
34 views

SFML RectangleShape won't render

I have a sf::RectangleShape in my code which is defined like this : sf::RectangleShape shape_1; And it's values are set like this : shape_1.setFillColor(sf::Color::White); ...
2
votes
1answer
29 views

Unreal Engine Player Quality

I had to force Unreal to use my integrated graphics card because VR wasn't working with my NVidia card. When I did this, the framerate dropped terribly and it popped up a dialogue "Frame rate's bad, ...
0
votes
0answers
17 views

Is it possible to Change the vertex format of a Model from line list to Triangle strip using DirectX

So I have a DirectX game library and using DirectX models in a game I am developing. All the models I am using have a Triangle Strip topology and thats fine as ID3DXMesh uses triangle strips for ...
1
vote
0answers
61 views

My Game Renders Awful In Android Build

I'm working on a 3D Sniper game and have finished the project. When I test it on Windows (7). It's All Fine, not even a bug. But when I take the app into android (Bluestacks App Player), my buttons ...
0
votes
1answer
49 views

Java - LWJGL OBJ Loader with Materials not rendering

So I successfully loading my obj file but I obviously want to get materials on it. I added the vt(texture) to the OBJLoader and the Model.render but still rendering textureless. I have exported the ...
3
votes
1answer
66 views

How to determine what color will be written into single pixel framebuffer?

I thinking about rendering into single pixel (1x1) framebuffer. For example we have two triangles which covers whole NDC area, one is green second red. What color will be written to 1x1 framebuffer? ...
-1
votes
1answer
47 views

Why not draw a custom font with lines and/or polygons?

Reasons/advantages I see: More flexible procedural animation. Completely custom font. Performance (no texturing or high-poly)? No assets (unless data-driven). Multi-resolution compared to sprite ...
4
votes
1answer
59 views

What is the fastest way of drawing simple, textured geomtries and keeping the depth test?

I'm looking for a fast way to draw simple 3D geometries - that will consist of up to 10 vertices. Each of them will have a texture (though varying between geometries). I also want to store the ...
0
votes
0answers
32 views

Rendering BOX2D shapes with LIBGDX

I have been creating a game on my own and I need a little help to begin with graphics. I haven' t found much in the internet about this topic, so I came here. Right now I've got a chainshape that i'm ...
2
votes
0answers
46 views

How can I reduce render time on scenes with lots of UI component?

I'm looking for a way to reduce rendering time for my Game Over scene. A quick look of the scene components is like this: All yellow objects are UIButton, texts are all UIText, white areas are all ...
2
votes
0answers
36 views

Problem with baked lights

I'm working on a 3D gallery experience and I'm having some difficulties regarding directional and point baked lights. When I build it for web with webgl, only global lights are rendered, but when my ...
0
votes
2answers
47 views

Libgdx change to other screen and dispose current one

I am trying to switch to a GameScreen when the LinearVelocity of a Box2D - Object is x = 0. If it is so, I am using the setScreen() - Method by calling the main class. This works perfekt, but when ...
0
votes
0answers
18 views

Finding intersection in CPU ray casting

I'm trying to implement a ray casting on CPU, for each pixel I have a ray. I'm reading the data which is stored in a rectilinear grid. I'm trying to find the intersection but I'm not sure how to do ...
2
votes
1answer
72 views

Transparency sorting in 3D world with different render types

I am rendering a world, object, and models from an older game format. The world is presented in a BSP tree so I can quickly iterate through. The opaque surfaces are rendered front to back. Then ...
2
votes
1answer
133 views

How would i go about implementing portals into my game?

I don't mean to ask a broad question, so let me explain. I'm creating a 2D top-down design game and I'd like to implement "portals" to be able to switch between worlds. Each world is a level class, ...
-2
votes
1answer
53 views

What should my team and I learn first 2D or 3D? [closed]

Hello I am willing to start making a game about adventuring and saving the dream land of goats from nightmares. I have a small team of people that go to the same school as I do and we are all at a ...
0
votes
0answers
24 views

Layout is different?

I know that layouts can look different on different screen sizes, but I didn't take that into account when I made this layout. So, it is designed for normal screen size, by default, and my phone ...
3
votes
1answer
226 views

Unity: Apply an Image Effect on one layer only

Please consider this simple scene. It’s composed of 3 different game objects. 1 background image + 1 static character image + 1 small part (with the pet) that is changed at runtime to perform an ...
0
votes
0answers
45 views

Rendering istances of a cube with visible and hidden faces

I am trying to find a way to render instances of a cube with visible and hidden faces using lwjgl. Before doing the instancing, I was rendering the cubes one by one, that way I could decide which ...
1
vote
0answers
51 views

Techniques of graphics rendering with single CPU core? [closed]

I am interested in methods of 2d and 3d rendering using single thread on an average CPU (e.g. for programming games for old and low-end PCs). While I usually have no performance problems when using ...
0
votes
1answer
61 views

How Apple Metal API distinguishes uniforms from vertices buffers?

I am not sure how metal distinguishes uniforms from vertices buffers? As far as I know code for passing uniforms in buffers are the same like for vertices: [self.commandEncoder ...
1
vote
1answer
45 views

Partial mesh culling by checking against the AABB-tree of objects vertices instead of only the AABB of the whole objects

First thing: this is more of a conceptual question than an implementation oriented one, but still tips about implementation will be very much welcome if you happen to have any (athough I have some ...
3
votes
2answers
76 views

How to render transparent meshes without sorting? [duplicate]

Let's assume we have some arbitrary triangle manifold meshes which are transparent. How real guys effectively render it? Is it possible todo it without sorting faces back to front (e.g. via bsp) and ...
3
votes
2answers
47 views

How can I render all objects behind a plane with a specific transparency value?

I have a game where there a multiple floor levels between the player switches. The floor is not present everywhere, so you can look through it. When 'working' (playing, building stuff, etc.) on a ...
47
votes
5answers
9k views

Why not pre-render story parts in a game?

When playing games nowadays there are often story related cut-scenes, during which you cannot interact with the game, you can only listen to it or watch it while it plays. However in a lot of games ...
2
votes
1answer
59 views

How to render multiple displays in Unity

I have a scene (lest assume, large glass table I want to looking through) and I want to render with 4 displays (each 1920x1080). How can I set up camera for this, I want the "glass cube" to fill ...
2
votes
0answers
45 views

Custom 3D Renderer: Frustum clipping

I have recently been toying with the idea of creating a 3D-renderer from scratch and, after looking into it, doesn't seem like such a behemoth of a task as it sounds. Last night, I was tossing and ...
1
vote
0answers
34 views

Isometric rendering code is not rendering correctly

I'm trying to render some tiles in an isometric view, I'm using Java with the Slick2D library. float xoff, yoff; int half = 64; public void render(GameContainer gc, StateBasedGame sbg, Graphics g) ...