Tagged Questions
0
votes
0answers
168 views
Optimal OpenGL 2D Sprite Batching (Best Practice)
I am working on simple 2D engine using OpenGL (3.3+) for rendering and was wondering what the optimal method of sprite batching would be. I plan to put all sprites into one (or fewer) texture atlases. ...
0
votes
1answer
93 views
Rendering an object more than once
Right now I'm facing the issue of rendering the same objects more than once in Directx 11, as the object has:
A diffuse shader
A directional lighting shader
A texture shader
Now the final color ...
1
vote
3answers
171 views
relationship between the model and the renderer
I tried to build a simple graphics engine, and faced with this problems:
i have a list of models that i need to draw, and object (renderer) that implements IRenderer interface with method ...
1
vote
1answer
330 views
Does SFML render graphics outside the window?
While working on a tile-based map I figured it would be a good idea if I would only render what the player sees on the game window, but then it occurred to me that SFML could already be optimized ...
-2
votes
1answer
137 views
Rendering projectiles [closed]
I'm working on a simple game that has the user control a space ship that shoots small circular projectiles. However, I'm not sure how to render these. Right now I know how to make a LPDIREC3DSURFACE ...
2
votes
1answer
259 views
OpenGL Fast-Object Instancing Error
I have some code that loops through a set of objects and renders instances of those objects. The list of objects that needs to be rendered is stored as a std::map>, where an object of class ...
4
votes
1answer
309 views
How to use caching to increase render performance?
First of all I am going to cover the basic design of my 2d tile-based engine written with SDL in C++, then I will point out what I am up to and where I need some hints.
Concept of my engine
My ...
3
votes
1answer
262 views
What's the name of the rendering problem I describe here?
I don't remember how is it called that rendering problem that you have when you get fast movements (a sprite moves fast for example from right to left) and you have half of the image in a position and ...
0
votes
2answers
300 views
Help with Open GL terrain
I have a terrain class like so:
class Terrian {
public:
Terrian(int width, int height);
virtual ~Terrian();
GLuint get_vertexbuffer();
GLuint get_colorbuffer();
...
2
votes
2answers
261 views
Way to render objects
Is it best to have a renderer class in which you have a seperate function for each object you wish to draw? Or is it best to give each object a render function?
class Renderer {
...
}
...
0
votes
2answers
305 views
OpenGL: Drawing to a texture
Well im just a bit stuck wondering how to draw an item to a texture.
Edit:
Well unfortunately my graphics card doesn't support FrameBuffer Objects :/. So i've been trying to get the copy contents ...
0
votes
1answer
95 views
Calculating other objects based on the transform of another
What I want to do is create my graphics to be independent of the game framework. So basically the graphics won't know anything until it is told where things are. so the thought was that every ...
0
votes
0answers
126 views
DirectX9 dynamic rendering
What I am planning to do is have the models (or maybe just an identifier for the model to be used) stored outside of the directX9 framework, and so in nature have completely dynamic rendering.
All ...
0
votes
1answer
414 views
SDL and software/hardware rendering. How to go about it?
I know that SDL 1.2 does software rendering (CPU) and not hardware rendering (GPU). My question is, how do I use SDL but with hardware rendering? How do I not use its rendering API (software) and ...
3
votes
1answer
484 views
Write depth buffer to texture
I need to read depth buffer from GPU and write it to texture. How this can be done?
Here is how texture for depth buffer is created:
depthBufferDesc.Width = screenWidth;
depthBufferDesc.Height = ...
2
votes
1answer
135 views
Multiple passes in direct3d10
I begin to learning direct3d10 and stuck with multiple passes. As input I have a triangle(that stored in vb/ib) and effect file:
//some vertex shader and globals goes there. skip them to preserve ...
6
votes
1answer
615 views
How can I organize render and transformation data in a scalable fashion?
I am writing for OpenGL 2.0 and in the future porting to OpenGL ES 2.0. I only use VBOs and shaders (no immediate mode, no vertex arrays).
I already have working solutions, they just... feel wrong. ...
0
votes
3answers
507 views
How to handle many sprites and update?
I am making a game, and I just started to think about how I am going to update and render all the sprites on the screen. Should I store all sprites in some type of list (vector or something?) and then ...
3
votes
1answer
459 views
Best way to separate display and game logic (threads)
What is the best way to separate render and game logic threads?
I'd like to make logic-heavy game (ai, machine learning, and network) in which world updates 50-60 times per second.
I want to ...
0
votes
2answers
310 views
Optimize a render call to draw out several semi-transparent sprites
I'm writing a 2D side-scrolling style game in C++ and openGL. In this game I have several cloud sprites which are rendered across the top of the screen. They rotate and scale and such so they're not ...
0
votes
1answer
129 views
rendering issue: depth buffering + blending: how do they work together?
This image describes the problem I'm having: http://i42.tinypic.com/282kzlf.jpg
What you are seeing consists of two images:
Image A(with the alien-concept art thingy), depth value .98, the white ...
-1
votes
2answers
749 views
Tilemap rendering with openGL (why the rendering is extremely messed up)
I'm using SDL & openGL to render a tile-map.
The issue is that the tile-map rendering is extremely messed up, and i'm just a bit unsure what i'm doing wrong exactly.
Here's an image of the ...
8
votes
6answers
2k views
Should an object in a 2D game render itself?
I'm making a 2D street fighter-like game that is not tile based. Usually people recommend that entities be given to a renderer that render them, not them render themselves, but it seems the inverse is ...
7
votes
2answers
609 views
How would I setup fog to follow a players coordinates?
I'm wondering if its possible to setup a fog to a player's coordinates (where there is fog around the player to make it more third-person) the main reason I ask this is because I have my player more ...
5
votes
1answer
1k views
Game Code Design for Rendering
I first created a game on the iPhone and I'm now porting it to Android. I wrote most of the code in C++, but when it came to porting it wasn't so easy. The Android's way is to have two threads, one ...
1
vote
1answer
258 views
Materials when rendering geometry
When specifying the material (ambient/diffuse/specular) for use in lighting calculations, what level of detail is the material specified at? Per vertex, mesh, bone?
4
votes
2answers
1k views
Bitmap font rendering, UV generation and vertex placement [closed]
I am generating a bitmap, however, I am not sure on how to render the UV's and placement. I had a thread like this once before, but it was too loosely worded as to what I was looking to do.
What I am ...
5
votes
2answers
642 views
Atmospheric Scattering
I want to add some nice atmospheric scattering to my 3D game engine but I am very concerned with conserving resources. I am not very familiar with how its done but can someone please give me some ...
