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

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1answer
35 views

Certain random content rendering differently

On the main menu of my game there is (obviously) several buttons. 2 of which, in different positions on different screens, render a different colour to the rest. As you can see below, "New game" ...
2
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0answers
143 views

Texturing Objects in OpenGL

Using OpenGL tutorials found here, I constructed an .obj file loader as well as a texture file loader using SOIL. I have an issue with drawing a textured object. (Shown here) Assuming I created the ...
0
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1answer
26 views

How to store each rendered frame as image in libgdx for debugging

I have a libgdx screen's render method where I am executing lots of for loops and drawing various shapes on screen in thoese loops. Also I am manupulating (x,y) of each shape at runtime to acheive a ...
1
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1answer
24 views

Does projection take place before clipping in the rendering pipeline?

At first I thought clipping happens before projection since new vertices may be added and the output of projection is in NDC which is 2D. However after a lot of googling, I found that some ...
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0answers
38 views

Problem with SSAO

I'm trying to implement SSAO based on this tutorial (and other). My setup: XNA 4.0 Deferred depth = z/w This is result: Lines across buildings are moving when I move camera. So I'm wondering ...
1
vote
1answer
27 views

Fastest way to render image data from buffer

Currently I am doing my rendering by using a 3D array window_width x window_height x rgb as a buffer, then looping through the buffer and plotting pixels on screen using SDL2 (SDL_RenderDrawPoint). I ...
1
vote
2answers
67 views

LibGDX - Rendering things in different classes

thanks for your time! I'm really new to LibGDX (and Java itself). Which approach should I use to render my different game parts? I want to show a background, the main character, a bunch of enemies ...
1
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0answers
75 views

Implementing a Render queue [closed]

I am currently in the process of re-writing my 3d engine, and I am looking at improving the renderer. I have read that organizing objects into a "render queue" and sorting is the best method. The ...
4
votes
2answers
135 views

Discoordinated Chromatic Aberration Effect

The game Teleglitch heavily utilizes the CA effect with screen distortion. I am trying to achieve this effect. Issue 1. How to not apply the effect onto the floor? (solved) They render the screen ...
0
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1answer
33 views

In Pygame, I can only display text once I stop updating and drawing, why?

At this moment, I can only display text once I stop updating and drawing sprites. In the code below (which is actually the game loop), you can see how if GAMEOVER == True (gameloop stops drawing), the ...
0
votes
1answer
29 views

Efficient method to export a lot of pre-rendered sprites from 3D models

I have a lot of 3D Characters and I wish to use them in a 2.5D game as Sprites; in doing this I have to render them from a fixed camera angle and since each should have its own atlas file containing ...
1
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1answer
38 views

Computing Normals for a displaced material

Disclosure: cross-posted on Unreal Answers, thought was sufficiently general for GameDev.SE I am currently rendering a displacement texture and, separately, a normal texture for my ocean. Is there a ...
1
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0answers
17 views

Why horizontal scanlines work in 3D rendering with BSP [closed]

Horizontal scanlines are used to indicate which parts of the screen had been drawn over. The question is how BSP rendering solves the problem when several visible polygons are on the same interval ...
1
vote
1answer
83 views

In Unity, how do I render a chromatic aberration effect?

I'd like to replicate the effect used in Teleglitch: In this scene, an object is rendered more than once at different position with different color. This game uses this shader effect to create ...
1
vote
1answer
105 views

Smooth Shapes in libgdx using ShapeRenderer

I am using ShapeRenderer in libgdx to draw my only character to get rid of texture in my game. But I am not getting quality results. Circle edges are distorted. I tried with high resolution and also ...
0
votes
1answer
34 views

Handling Multiple Resolutions

Recently, I was going to implement and options menu into my game, but I haven't been able to figure out how changing resolution, conceptually, would work. Do I have multiple versions of the same ...
0
votes
3answers
94 views

In Unity3D, how can I improve image clarity?

The same images that appear clearly in Adobe Flash appear blurry in Unity. My game uses quads, cubes and sprites. I've tried the game on Android, iPhone, Mac and PC, but the image appears ...
8
votes
3answers
226 views

Using full resolution of depth buffer for 2D rendering

I'm working on a front-to-back renderer for a 2D engine using an orthographic projection. I want to use the depth buffer to avoid overdraw. I have a 16-bit depth buffer, a camera at Z=100 looking at ...
0
votes
2answers
60 views

How to combine objects in a rendered scene with and without bloom effect?

I'm working on a game and engine as I go under OpenGL. I've had a bloom effect in place for a while that works as a post-procesing effect on the entire screen. It's been fine up until now. I have ...
1
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0answers
80 views

Drawing fonts with LWJGL3 with OpenGL

I'm very sorry if this question has already been answered, but since I've been struggling with this for many days I thought I'd give it a shot here. My goal is to somehow render some text on the ...
0
votes
0answers
31 views

In OpenGL on Android, how do I give quads a border color?

I am new to game development and I'm working on a Rubiks cube game in Android using OpenGL. I want to create a cube with black borders, but I can only manage to set the fill color: GLColor[] colors ...
1
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0answers
62 views

Card Masking in Phaser

Good Day, I'm new to Phaser and still learning about it to. I am challenging my self to create a simple animation of a card flip somewhat realistic rather that making use of a scale. This is ...
3
votes
1answer
161 views

Should UI be part of the game-loop?

I can't really find a good answer to this anywhere, I have never worked on games in a proffessional environment and I am wondering; Do these games render their UI in the main game-loop? That is, do ...
1
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0answers
48 views

How to extract the texture from an image onto a mesh?

(preamble: I think this fits either here or SO with computer vision tag, I chose gamedev because I think you guys are probably really good with textures and meshes, but tell me if my decision was ...
1
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2answers
157 views

How can I render extremely large models?

I'm trying to build a game in Unity similar to the game Kerbal Space Program where there are large celestial bodies that the player can orbit. I'm running into a few problems though. My first issue is ...
0
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0answers
73 views

Very slow motion smooth rendering - cocos2d-x

I have a a white circle that I move on a black background very slowly. When I look very carefully, I see that the while moving the edge of the circle is jittering. In my opinion it is because the next ...
1
vote
1answer
410 views

Switching renderer off/on for an object in unity using C#

I have a GameObject called 'Stone' that is rendered on Game Play. I have attached a C# script called RenderOff to to make 'Stone' invisible on Game Play. RenderOff.cs using UnityEngine; using ...
0
votes
3answers
113 views

Why should i set glClearColor and setProjectionMatrix in render method many time in LibGDX?

import com.badlogic.gdx.Game; import com.badlogic.gdx.graphics.OrthographicCamera; import com.badlogic.gdx.graphics.g2d.SpriteBatch; public class MyGame extends Game { public OrthographicCamera ...
0
votes
0answers
60 views

Is there a trivial way to force SDL2 to render on resolution change or regain of focus after CTRL+ALT+DEL?

I'm building a game with SDL2 and C++11. One of the modes of the game is a map which is divided up in tiles/entities existing on those tiles (some are animated) in the context of a viewport on the ...
4
votes
2answers
130 views

How many LoD versions of a model should I have? [closed]

Many games facilitate better performance by increasing/decreasing the number of triangles/polygons that are drawn, depending on how close the camera is to said object. Mountains, viewed from far away, ...
0
votes
1answer
41 views

Unity only rendering certian parts of 3d building model from certian angles

So I made a couple modular building sections in blender, modular in the sense that I can insert build a floor at a time. I transferred them into Unity and then I got a rendering error that I have ...
3
votes
1answer
77 views

OpenGL Framebuffer Object issue

I am struggling with implementing a proper Framebuffer Object . glCheckFramebufferStatus is returning me: GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT (36054). What am i missing? GLuint fbo, rboColor, ...
2
votes
1answer
61 views

How can I derive hierarchical draw ordering for entities in an entity system?

How do you implement hierarchical render order in an entity system? For example: two player entities each carry a gun entity. If you set the player entities to zindex = 0 and the gun entities to ...
0
votes
1answer
69 views

xna - Render background and multiple sprites to a single texture

I currently creating a game and I am trying to render my background and a sprite to a texture. Currently I have the background being rendered to a texture. But I am needing to render both my ...
0
votes
0answers
85 views

Modern OpenGL, rendering multiple obj objects not working

I am currently working on a 3D Game Engine that loads a level from an OBJ file and renders it with OpenGL. My problem is related to understanding how to render each object individually when i have ...
3
votes
1answer
152 views

How to render a pseudo-3D view like in the game Biosys (1999)? [closed]

Biosys is a PC game released in 1999, where navigation through its environments is done by clicking an "exit" on a scene, taking the player to a new scene. The player can't move in a scene, and ...
0
votes
2answers
53 views

Kerning between glyphs using SDL2_ttf

I'm loading a number of characters (using SDL2_ttf) into a texture atlas to improve performance. The glyphs can be separately rendered correctly, however, how can you find the kerning distance ...
0
votes
0answers
31 views

texture2D wont render in webplayer Unity

I have an app that is pulling from a webcam and receiving from one on another computer. It takes the frames and does facial detection on them and draws a rectangle around it. This simple app works ...
1
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0answers
69 views

Efficiently rendering tiled map on OS X

I'm writing an original (top-down) SimCity clone in Swift and attempting to use SpriteKit as the basis for the game. However, I am running into performance issues when rendering and animating the tile ...
0
votes
1answer
93 views

Imported Blender modular mesh lighting/shadows issue - Unity

Hi I've very recently started using Unity and am creating a game level. I've created my environment in blender and am currently using a modular design as I'd like to include destructible environments. ...
-2
votes
1answer
63 views

What's the difference between Rendering pipeline and compute shader?

What's the difference between rendering pipeline - https://msdn.microsoft.com/en-us/library/windows/desktop/ff476882.aspx and compute shader - ...
0
votes
0answers
67 views

Why are my OpenGL textures warped?

I am writing a graphical program using OpenGL for rendering, Assimp for mesh loading and SDL for window etc, but also image loading. As can be seen in the image, the white outlines at the left of ...
1
vote
2answers
288 views

Does PBR mean only one, right technique to view 3D scenes?

For example if I call Unity 5 render pipeline a PBR (Physically-Based Rendering) and Unreal Engine 4 render pipeline as well PBR, does it mean that the same model with the same PB textures will be ...
0
votes
0answers
48 views

What is the best text rendering technique?

I just need a high performance way to draw text on the screen, in 2D or 3D. Currently I generate a mesh consisting of a bunch of quads with uvs corresponding to a 16x16 font sheet. Then I draw the ...
-3
votes
1answer
90 views

What's the difference between rendering and shaders?

What is rendering? What are shaders like vertex ,tessellation shaders etc? I am confused what's the difference between rendering and shaders? and how rendering is performed using shaders? Can we ...
-1
votes
2answers
55 views

What are 'ambient' lighting/illumination/occlusion? [duplicate]

What's the difference between ambient lighting,ambient illumination and ambient occlusion ? What are they? What's the difference between them?
1
vote
1answer
127 views

FBO and VBO for performance

I discovered VBO's recently and changed my code to use them instead of immediate mode. Now I'm rendering 25000 squares and it's really slowing down my FPS. If I drew all the squares VBO's to an FBO, ...
1
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2answers
637 views

What are 'physically-based' lighting/rendering/materials?

What's the difference between physically based lighting, physically based rendering and physically based materials? How they are different from deferred and forward rendering? And physically based ...
0
votes
1answer
43 views

How to render specific FBO Texture attachment (assume attachment1) with 2 attached

Create FBO & its textures like normal. // FBO & Texture glGenFramebuffers(1, &mFbo); glBindFramebuffer(GL_FRAMEBUFFER, mFbo); glGenTextures(2, mTexture); for(int i=0; i<2; i++) { ...
1
vote
3answers
94 views

Rendering many similar objects [closed]

I am writing an city builder. The graphics should look pretty simple, there are no fancy models or textures. Something like Synekism. Thus I have only simple models for buildings and splines for ...