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

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53 views

Best real-time method for fast glass rendering (like cups, vases, sculptures etc.) in WebGL

I am looking to use the best method available for fast rendering glass architectural features (like cups, vases, sculptures) in WebGL. I am not interested in writing a full ray-tracer. I was ...
-2
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0answers
42 views

What does it take to give 1080p support in games? [on hold]

So I have been reading about HD remakes how texture resolutions are upped/touched up and have other qualities such as AA applied, models can can increased poly count. I also read however that a game ...
4
votes
0answers
89 views

Can someone explain dual contouring?

I've been trying to understand voxel rendering and have been looking at dual contouring (DC). So far I understand this much: Run a density function for a set of grid points (i.e noise function) ...
1
vote
1answer
52 views

Correct multiplication order for a 2D Matrix

I'm currently trying to create a camera and entity/model matrix for my 2D game similar to that of Unity3D. I've already tried to find answers to this question on stackoverflow/gamedev but i couldn't ...
2
votes
1answer
24 views

Swapping Framebuffers or swapping attachments?

I wanted to know what the better approach would be for post-processing: swapping between framebuffers or swapping between textures attached to one framebuffer?
-1
votes
0answers
43 views

My game crashes when I attempt to access a private pointer [closed]

main.cpp GameState *gameState = new IntroScene(); gameState->setRunningTrue(); while (gameState->running()) { switch (gameState->state()) { case NOTHING: { break; ...
0
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0answers
26 views

High-Performance Concurrent Model-View Rendering Architecture [migrated]

I have a single-threaded file indexing/scanning engine in D I want to extend with a view thread that visualizes the scanned content as a tree (or later force-directed graph). I want this solution to ...
1
vote
1answer
93 views

Why are my sprite outlines partially rendering in the wrong place?

I've been trying to draw an outline around a sprite using the code from this answer. Details My sprite is called Ship2Sprite. This is how I create the rectangle: rectangle = New ...
52
votes
9answers
15k views

Why are gaming graphics not as beautiful as animated movies?

I remember watching the Tomb Raider pre-rendered trailer, and wished those graphics could be in the game itself. Why there is such a big difference between the trailer and the actual game? I ...
2
votes
0answers
21 views

Render on texture with alpha 0 for the background colour

Sorry if the question is stupid but I am very new to opengl. I render on a target a scene with a couple of object on a background that is nothing more than the clear colour (which is ...
0
votes
1answer
54 views

Is the rendering of distorted point clouds more complex?

I have two point clouds of n points: A dense ball-shape point cloud with many points inside A spherical point cloud with points on its surface. Is there (really) any difference between rendering ...
0
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0answers
42 views

2D Game with a big block-based Map - Create for each block one block-object? [duplicate]

I'm working on a 2D game in Java which will be similar to Terraria (Mincecraft 2D). I want to generae the world-map random. The world (the ground) consists of 32x32 blocks. How I should handle all ...
2
votes
1answer
58 views

Impact of object's statistics on the rendering

Consider two 3D objects with n points and n triangles. One of the objects has a smooth surface such as a ball or a box, and the other object is like a fuzzy onion-layered object with large ...
15
votes
2answers
714 views

What problem does double or triple buffering solve in modern games?

I want to check if my understanding of the causes for using double (or triple) buffering is correct: A monitor with 60Hz refresh's the monitor-display 60 times per second. If the monitor refresh the ...
1
vote
2answers
85 views

Fast determination of whether objects are onscreen in 2D

So currently, I have this in each object's renderer's update method: float a = transform.position.x * Main.scale; float b = transform.position.y * Main.scale; float c = ...
0
votes
1answer
48 views

TileEntitySpecialRenderer only renders from certain angle

I'm developing a Minecraft mod with Forge. I've added a tileentity and a custom renderer for it. The problem is: The block is only visible from sertain angles. I've compaed my code to other peoples ...
2
votes
1answer
33 views

Rendering a mesh in image viewport

I have a mesh made of nearly half to a one million vertices. I also have some 6-DoF camera poses around this mesh. At these poses I'd like to find out which of the 3D points of this mesh get projected ...
0
votes
2answers
130 views

How do I switch between the game screen and score screen without redrawing everything?

I'm working on a multiplayer game in Libgdx and want to display the scores of say, the top 10 players on the map. The player should be able to checking the scores at any point during the game and ...
2
votes
2answers
98 views

How do I get rid of this coloured border on my sprite?

I'm working on a 2D game in Unity. My triangle sprites display in-game with a line along one of the transparent sides: Larger view here. You might need to zoom somewhat. It's quite obvious on the ...
0
votes
1answer
41 views

LibGDX ShapeRenderer rotated

I'm having a weird problem with the LibGDX ShapeRenderer where it draws everything rotated. Here are some images to show you what i mean: This is what it looks like in Tiled(Map Editor): This is ...
1
vote
1answer
56 views

Rendering order for units behind objects?

Im developing a 2D game with some fake 3D effects (parallell projection). 2D-units are able to walk in front of buildings aswell as behind them, although themselves being just 2d-objects. This leads ...
1
vote
2answers
60 views

Setting up a camera to make the world look large

I am attempting to configure my camera to give the impression of a normal sized player in a giant room. Since units are arbitrary, I figured this should be possible (despite the fact that the room is ...
0
votes
1answer
102 views

GGX energy conservation

I´m trying to implement a microfacet BDRF with GGX density function in my renderer. I have read almost all the papers out there in the last week, and I have a bunch of equations that should work fine, ...
1
vote
2answers
107 views

2D Lighting Glitch

I've been working on a game in Java, and recently I decided to try out my game on a netbook just to see how it would run. While I do get a constant and decent FPS, it appears that my lighting ...
0
votes
1answer
33 views

OpenGL strange rendering problem when buffers have different sizes

I have encountered a very odd error in my program, "odd" in the sense that everything the API says suggests that the error should not occur. I have a bunch of 2D un-indexed vertex data, and I want to ...
0
votes
2answers
257 views

terrain not properly rendering

I'm extending the terrain quad with resources from various tutorials and have the following code: public class WorldTerrain extends TerrainQuad { public static final String NAME = "terrain"; ...
0
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1answer
182 views

What is “ping pong” in the context of graphics rendering?

I have to render a scene, once per light, and blend the result of the various passes. I heard and read that one way to increase performances and render targets to use would be ping pong. I'm new to ...
2
votes
0answers
81 views

DX 11 Specular Highlights in Deferred Renderer

I am currently implementing a deferred renderer in DX11.1. Right now I am having a problem that I can't seem to crack with specular highlights when I have multiple light sources. I keep a vector of ...
1
vote
1answer
54 views

Why does this no longer render the “test tri”? [closed]

So I got this code about rendering a shaded tri using sharpDX ... var vertexShaderByteCode = ShaderBytecode.CompileFromFile("MiniTri.fx", "VS", "vs_4_0", ShaderFlags.None, EffectFlags.None); var ...
4
votes
1answer
128 views

cost of texture change vs color change

How would I go about determining the difference in cost between changing the render color of an object every frame vice changing the texture (same sheet, just changing the source rectangle) every ...
2
votes
2answers
119 views

Render with multiple lights (one pass per light)

I have already a system that at the moment handle multiple lights just passing an array of light struct and loop through it. I had been told to switch to a multipass rendering approach. How should I ...
0
votes
0answers
122 views

How do I structure my models for 3D animation?

I have a question about implementing a 3D animation system in my engine. The following is how I am attempting to model the render / animation systems. (Note: I am using Haskell for the pseudo-code ...
0
votes
1answer
84 views

How to draw a specific GameObject into RenderTexture in unity?

To apply my effect, I should draw only several specific objects into a RenderTexture, with their material, and then use the RenderTexture as a texture for an another object. I think ...
0
votes
1answer
46 views

When and how to apply affine translations to vertices of a mesh with LWJGL

So, I have a rigid body class, containing a list of vertices and a 4x4 transformation matrix. At the moment, I'm applying the transformation matrix to each vertex individually, and am unable to revert ...
1
vote
1answer
44 views

SDL render to a texture

I am trying to create a button for my game there are lots of similar buttons so using an image for each one is a bit inefficient. So I want to load an image then copy some text over it and render that ...
3
votes
2answers
253 views

Update and render in separate threads

I'm creating a simple 2D game engine and I want to update and render the sprites in different threads, to learn how it is done. I need to synchronise the update thread and the render one. ...
0
votes
0answers
46 views

OpenGL - using gluSphere

I have an OpenGL code that currently draws several spheres at different locations. I generate the vertex buffer data (and normal data) myself. However, to simplify the code and increase efficiency, I ...
0
votes
2answers
67 views

LibGDX Images not loading

Now my Image isn't loading to the screen. I tried to be decorative with the code but since it isn't working I made it just like the video I'm whatching. I don't get any exceptions, but the image ...
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votes
0answers
14 views

Using Graphics from my Frame's paint() gives cutting effect every call to repaint()

Every frame the run() method of my thread calls the repaint() of the frame subclass, in this frame subclass I override the paint(Graphics) and since I want to have different screens from my game I ...
1
vote
2answers
86 views

How to determine the visibility of a single vertex, given a viewpoint?

I have a 3D triangle mesh, and I want to know, given a viewpoint (defined by a model, view and projection matrix), if a certain vertex is visible or not. My approach was to render the mesh using ...
0
votes
0answers
35 views

Java Graphics Rendering Bug

So I've been playing around with moving objects using KeyListeners and active rendering via while(true) loop. CANVAS.createBufferStrategy(3); BufferStrategy buffer = CANVAS.getBufferStrategy(); ...
0
votes
1answer
38 views

Should I avoid rescaling models when rendering?

I am quite new to game development and currently developing a simple 3D game with MonoGame and Blender. The game is basically a 3D version of Pong. At first I developed the models at a constant size ...
1
vote
2answers
121 views

How to render rounded shape perfectly?

I'm having issues rendering rounded shape figures. I have a Texture with different images in it and I get this whale figure from it with TextureRegion but the stroke of it looks pixelated. The ...
2
votes
1answer
614 views

Drawing and scrolling very large zoomed tilemaps

I've been working on my game editor and doing some performance tests. In the meantime I realized that my editors performance goes significant down if I draw a large map and zoom it. 100% zoom = 112 ...
2
votes
1answer
77 views

Failing Screen Resize Method

So I want my game to draw to a specific "optimal" size and then be stretched to fit screens that are a different size. I'm using LibGDX and figured that I could just draw everything to a FrameBuffer ...
0
votes
1answer
48 views

Render on other render targets starting from one already rendered on

I have to perform a double pass convolution on a texture that is actually the color attachment of another render target, and store it in the color attachment of ANOTHER render target. This must be ...
10
votes
1answer
290 views

Rendering only a part of the screen in high detail

If graphics are rendered for a large viewing angle (e.g. a very large TV or a VR headset), the viewer can't actually focus on the entire image, just a part of it. (Actually, this is the case for ...
1
vote
1answer
107 views

Input handling between game loops

This may be obvious and trivial for you but as I am a newbie in programming I come with a specific question. I have three loops in my game engine which are input-loop, update-loop and render-loop. ...
0
votes
0answers
26 views

Turning on collision crashes game

I am getting a null pointer excecption to both my sprite and level. I am working on my mob class, and when I try to move him and the move function is called, the game crashes after checking collision ...
2
votes
2answers
78 views

How to mimic the same fixed-size horizon as in this racing game?

I am trying to replicate the same horizon (buildings and sky) as in the image below: As you can see, the player has advanced in a straight line, yet the horizon has still the same size: This is ...