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

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3
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1answer
60 views

Texture atlas vs. array-texture: how differently are they handled by CPU and GPU and how that impacts performance?

Unity 5.4 (currently in beta), will bring a much awaited feature (since 2013) that is array-textures - in the same vain as OpenGL's ArrayTexture. However, after doing some reading about ...
0
votes
0answers
27 views

How to solve these issues with gun customization mod for Minecraft?

I' m currently making a plugin for gun customization for minecraft 1.7.10 but I have rendering issues. All the textures match requirements. Sights are 1024x256 and the rest is 16x16 I think it's the ...
1
vote
0answers
58 views

How to draw 2D pixel data with OpenGL

I am fairly new to OpenGL. I have a 2D game in SDL2 that uses currently works by creating a SDL_Surface from the pixel data, copying it into a SDL_Texture, and rendering it to the screen with ...
2
votes
0answers
33 views

Moving Draw functions out of GameObjects

This is basically the issue as in Tactics for moving the render logic out of the GameObject class with the topic already discussed here and here However I'm not really satisfied with the given ...
0
votes
0answers
19 views

How to draw things on top of objects drawn in OnRenderObject()?

I am using Unity, here is the method in question. So I know this method draws objects after the camera is done rendering the scene. I have not come across a way in Unity to draw these objects in a ...
0
votes
1answer
33 views

Unity 5 - Mouse Disappears during runtime

My mouse cursor disappears during runtime. When I click esc, it appears and the moment I click on something, it disappears again. This is what I have done so far to fix this. I have added this to a ...
1
vote
1answer
23 views

My displayed Tiled map is rendered with different tile indexes than in the editor in Slick2D. Why?

The first picture is what I have in the editor and the second one is what I got when I rendered my map. @Override public void init(GameContainer container) throws SlickException { ...
5
votes
0answers
38 views

Learning how to make imposters manually in Unity - how to render an object to a texture not what camera sees?

I am trying to learn the most performant way to make an imposter in Unity manually - not using pre-fabricated solutions. My first guess is that it should be achieved by using RenderTexture and a ...
0
votes
0answers
48 views

WebGL Primitive Batching unexpected performance

I'm kinda new to WebGL in general, I've started to make some batching experiences on primitives (just drying a bunch of rectangles by using a combination of two triangles repeatedly). I've started by ...
1
vote
2answers
50 views

Reducing draw calls in a y-sorted orthogonal world

This is a hypothetical question, as I haven't yet come across the problem of making too many draw calls, but for my game I am aware that this could become a potential problem. The style of my game is ...
0
votes
1answer
21 views

Generating a Sprite to cover given area

I have an area say a x b of cells. actually I render every single cell in this matrix with a tile representing floor, wall, etc. What I'm trying to achieve it to replace this tiling system with a ...
0
votes
0answers
26 views

Faster ways of rendering to a texture what is viewed by a camera in a given specific moment (Unity)

What I want to achieve is to render to a texture what is viewed by a camera in a given specific time or frame, and then stop rendering to the texture, delete the camera and stay with that texture for ...
1
vote
0answers
56 views

World texturing techniques in FPS game

Texturing for small objects (pickups and enimies) can easily be done UV-unwrapping the model, and use a texture of reasonable size to make the model look good. But how can texturing be done for the ...
1
vote
2answers
35 views

How to make a Sprite be displayed always behind everything else?

What I am in need to achieve is to have a Sprite always facing the camera identically to what happens with any simple game UI object, but instead of always displayed above everything else, it should ...
0
votes
1answer
83 views

How to Load and Apply a Cube Map with DDS Texture Loader?

So I have been spending a lot of time recently implementing a working skybox/skysphere, and have almost completed it. The last thing that I need to do is to load my given texture, a skybox texture ...
0
votes
1answer
31 views

Libgdx shaperender within a circle as limitter

I encountered a problem, where my small entities would be rendered out of the bounds of my radar. At the time I solved it like this: ensure, that the object would be within the circle, but, that's ...
3
votes
1answer
100 views

Sine-based Tiled Procedural Bump

I am trying to implement this formula to generate bump but I am facing some issue. The result doesn't look the same it's much darker. Here is my result (without same parameters) but it is much ...
1
vote
1answer
52 views

Gameobjects disappearing when changing renderer.material.color

I'm generating an array of objects using this code: while(currentPosition.z < poolSize){ var ringObj = GameObject.Instantiate(ring) as GameObject; ...
0
votes
2answers
91 views

How does billboarding 3D sprites affect performance?

I was reading the Unity manual on trees and one of the claims made is as follows: Unity uses optimisations (eg, billboarding for distant trees) to maintain good rendering performance... I was ...
4
votes
0answers
44 views

Irradiance Map ( Irradiance environment map)?

As irradiance map is generated for every possible normal for all the texels in environment map (as every texel act as a light source) so that we can look up irradiance map, based on normal of fragment ...
0
votes
1answer
74 views

Zoom at a specific point using Orthographic camera

Currently I can perform Zoom which seems to be working fine but essentially what I'm really trying to do is zoom on a position offset from center as currently when I zoom then zoom is performed at the ...
0
votes
0answers
10 views

Render layered polygons

I am coding a video game in as3 for practice in game development/programming. It's a pixel game and I'm using my own game engine and I also created my own drawing api for thick lines and thin lines by ...
0
votes
0answers
25 views

Unity's 'Ambient' Occlusion occludes everything. How to do it better?

I'm experimenting with custom AO solutions for Unity. While looking at the source for their built-in SSAO effect, I noticed the shader is doing this: half ao = tex2D (_SSAO, i.uv[1]).r; ao = pow (ao, ...
4
votes
1answer
128 views

How can I reduce the draw calls in a split screen game?

I am working on a split screen game with one camera per player. It appears that the number of draw calls is multiplied by the number of cameras I have, which makes perfect sense. More cameras means ...
0
votes
2answers
64 views

How to optimize my random terrain generation and usage?

I'm new to Unity. I've created an algorithm to procedurally generate a circle-shaped tunnel made of primitive cubes GameObjects. The problem is that the game is very laggy and I can understand why: ...
3
votes
1answer
84 views

Why is quad rendered at the center (0,0) instead of top left when using orthographic projection

I have been trying to render a quad(containg a texture) using orthographic camera so that the quad can be rendered using the screen coordinates directly. I started of by rendering just a triangle ...
0
votes
1answer
59 views

In Game Maker Studio, why does the image rotation have to be performed every step?

I'm a software developer who's trying to get into game development casually on the side. I picked up Game Maker Studio a while ago on a Steam Sale, and I'm finally getting into using it, especially ...
1
vote
0answers
50 views

Unity: Build looks different then gameview: runtime reflection probes not working correctly

Im having a really hard time figuring out how to configure my reflection probes to update in runtime once I build. The game port view looks totally different than the build view. Ive tried turning off ...
0
votes
1answer
51 views

Does Specular Power affect the Brightness?

I read the book Real-Time Rendering, 2nd Edition. Somewhere in there it say: But I did the experiment and concluded that the mshi doesn't seem to affect to the brightness (it causes the area just ...
1
vote
1answer
49 views

Image-Space coherence of the z-buffer algorithm

I'm reading Hierarchical z-Buffer Visibility by Ned Greene et al. and they state that traditional Z buffering makes reasonably good use of image-space coherence in the course of scan conversion. ...
0
votes
0answers
89 views

From Flash to Haxe - rendering a complex 2D scene (aka “My Graphics Hell”)

(note - This is not a technical question as such, more a query on design and structure) I'm working right now to remake and finish an old Flash game of mine in Haxe with a new engine (Luxe). I've ...
1
vote
1answer
68 views

Libgdx, TiledMap, and tearing

My TiledMap tears when the window is specific sizes, resized, or the camera moves. The tileset is padded by 2px and have tried as high as 10px. Each tile is 70x70. Here are the pack.json ...
2
votes
2answers
76 views

Unity3D: How to convince the user of objects moving closer with layering?

I'm currently developing a Universe Simulator for Android. I had a question regarding layering. I have a list of 100k 3DPoints each represent a stars co-ordinates. I have decided to break the cameras ...
0
votes
2answers
51 views

Running subsystems at difference update intervals

I want to update the rendering at 60fps, but the logic at some lower rate, say 15Hz. But if an only moves when the game logic updates, then it would appear to stutter badly especially for lower ...
0
votes
1answer
80 views

Sprite quickly disappears after rendering

I'm currently making space invaders and I'm using the game loop pattern as described here. I have an entity class from which there is a spaceship derived class. The base entity class contains all of ...
0
votes
0answers
51 views

VR/360 playback recording of standard gameplay

Apologies if this question has been asked before, and apologies too if it is obvious to those with knowledge - I'm completely tech illiterate especially when it comes to gaming etc so bear with me! ...
2
votes
0answers
28 views

Bidirectional Path Tracing questions

I'm coding a Bidirectional Path Tracing application for school in C++ and I have some questions (I haven't found useful explanations on the web) 1) Why does the EyePath have one more vertex? 2) When ...
0
votes
2answers
48 views

Hide building roof & Hide faces/vertices depending on world location

I'm currently developing a small game for my own enjoyment and I've ran into a problem. As you probably know many third person games (such as Runescape and XCOM, for example) hide the roofs when you ...
0
votes
2answers
148 views

Optimising Voxel World Rendering

There are a couple of questions like this already. This one is different because it is specifically about rendering, as opposed to navigation and generation. I've implemented suggestions from here ...
0
votes
0answers
35 views

Trouble with OpenGL on OS X

I'm creating an OpenGL-based game for OS X using Xcode. Everything renders correctly when I run the game in debug mode. However, running the game in release mode shows just a blank white window. This ...
0
votes
0answers
101 views

Box2d - Texture lagging and flickering

I'm having issues with texture rendering in my game. I've done a lot of research and repeated the same steps of tutorials over the internet to render and update Sprite positions properly. Somehow, ...
1
vote
1answer
92 views

How to create realism similar to scenes rendered in Vray?

I am tasked to make a game which requires very realistic interior scenes. Unity's bedroom demo(http://blogs.unity3d.com/2015/11/10/bedroom-demo-archviz-with-ssrr/) really caught my eye. See I know how ...
0
votes
3answers
62 views

LibGDX efficient colored rectangle rendering

I'm creating a game in which I renderer around 1000 to 2000 solid colored squares per frame, 90% of which are the same size: ~4 px depending on the dpi. I am looking for the most efficient way to ...
0
votes
1answer
79 views

Objects rendering only on editor, but not on build (they get invisible)

Everything works fine in the editor, but when I build the game, none of the objects in the scene are rendered, and only the skybox and UI text is visible. But although they aren't appearing, they are ...
0
votes
0answers
65 views

Libgdx and Box2D TiledMap render is not smooth

I'm building simple side scroller game. My player (square) move fast and it interacts with other world objects. Problem is when my player is moving it seems that all world is rendering somehow strange ...
1
vote
0answers
65 views

Texture gets blurry when moving Box2D body

I'm having this issue that is very annoying. Somehow the texture of the player body is getting blurry and leaving a slight trail with its colors when moving it. The interesting fact is, this only ...
0
votes
0answers
123 views

Water Rendering with LibGDX and LiquidFun

I'm very new to game development and I need some help with a renderer. Can somebody show some code for a Water renderer (and shaders if needed) using libgdx and liquidfun? I can render my particles ...
1
vote
1answer
55 views

What is render path? [closed]

What is "render path"? Who invented this term? I can suppose that this thing mean something one from the list below: The thing which shows which rendering technique should be used (e.g. ...
0
votes
0answers
51 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
votes
1answer
31 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 ...